sleep() in default love.run
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Re: sleep() in default love.run
Thanks for the run() example, much better than the way I was limiting FPS.
Re: sleep() in default love.run
Ok, here is updated version of my love.run:
I haven't implemented the interpolation, because I felt this would make stuff more complicated on the user side. But to some extent you can avoid the problems by making the timestep few times smaller than graphics frame time.
Code: Select all
function love.run ()
-- these don't change, so we can make them local for faster access
local audio, graphics = love.audio, love.graphics
local event, timer = love.event, love.timer
-- Prepare stuff
if love.load then love.load(arg) end
local timestep = 1/240
local accumulator = 0
-- Set a reasonable FPS limit
local min_frame_time = 1/60
-- Main loop
while true do
-- Update the timer
if timer then
timer.step()
accumulator = accumulator + timer.getDelta()
end
-- Process events
if event then
for e, a, b, c in event.poll() do
if e == "q" then
if not love.quit or not love.quit() then
if audio then audio.stop() end
end
return
end
love.handlers[e](a, b, c)
end
end
-- Do the game mechanic
if love.update then
if timer then
while accumulator >= timestep do
love.update(timestep)
accumulator = accumulator - timestep
end
else
love.update(0)
end
end
-- Draw the graphics
if graphics then
graphics.clear()
if love.draw then love.draw() end
end
-- Wait for the end of this frame
if timer then
timer.step()
local work_time = timer.getDelta()
if work_time < min_frame_time then
timer.sleep((min_frame_time - work_time) * 1000)
end
accumulator = accumulator + work_time
end
-- Show the frame
if graphics then
graphics.present()
end
end
end
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