Ah, no, apologies--I figured it out, and it
was on my end. But it's a very silly story, so I'll explain:
Apparently it was caused by my smartphone which I was not using to play the game!
But it was plugged in to my PC via USB.
After a couple hours, I started seeing the issue happen in my game that I'm working on. At first I figured maybe it was due to me having not optimized it yet, but disabling various systems (including all of the update/draw calls) didn't fix it. So I made a test project with
Code: Select all
function love.draw()
local delta = love.timer.getAverageDelta()
love.graphics.print(string.format("Average frame time: %.3f ms", 1000 * delta), 10, 10)
love.graphics.print("Current FPS: "..tostring(love.timer.getFPS( )), 10, 30)
love.graphics.print("Current FPS: "..tostring(1.0 / love.timer.getDelta()), 10, 40)
end
...after a while, this
also began to stutter. Confused, I hit the reboot button on my PC and as it was doing that I noticed some suspicious log lines appearing at a familiar interval...it seems like some connection issue was making my PC confused about what sort of USB device my phone was (the cable's a bit spotty, so not too surprised). This wasn't affecting most programs and games on my PC, but it
was making love stutter. My best guess is probably one of SDL's input-related modules trying to desperately connect/disconnect the "unknown" device. Pretty funny problem!