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Author Topic: I need fresh eyes to look at my game loops  (Read 1518 times)

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cuddlyogre

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I need fresh eyes to look at my game loops
« on: November 05, 2013, 04:30:09 pm »
I have three loops. One is of my own design and runs just like I want it to, but from what I am reading, is the wrong way to do things. I have two others from Dewitter's tutorial and the Fix Your Timestep article, that almost work, but I am certain I am missing something to bring it home.

I would love if someone took a look at my project and tell me what I am doing wrong.

The below code should compile without issue and without need of outside resources. Just copy and paste it. It will first launch a window with my gameloop. When you close that window, my take on Dewitter's loop will launch, and finally the FYT loop.

#include <SFML\Graphics.hpp>

void startMinimalExample();
void startDeWitters();
void startGafferonGames();

int main()
{
        startMinimalExample();
        startDeWitters();
        startGafferonGames();
        return 0;
}

//I cannot see a fault with this but apparently it is bad practice.
void startMinimalExample()
{
        sf::RenderWindow window;
        window.create(sf::VideoMode(640, 480),"SFML Window");
        window.setActive(false);
        sf::Event event;
        sf::RectangleShape sprite(sf::Vector2f(300, 300));
        sprite.setFillColor(sf::Color::Blue);
        float speed = 150.0f;

        sf::Clock updateClock;
        float updatesPerSecond = 1.0f / 30.0f;
        sf::Time timeSinceLastUpdate;

        sf::Clock drawClock;
        float drawsPerSecond = 1.0f / 60.0f;
        sf::Time timeSinceLastDraw;

        while (window.isOpen())
        {
                if (updateClock.getElapsedTime().asSeconds() > updatesPerSecond)
                {
                        timeSinceLastUpdate = updateClock.restart();
                        while (window.pollEvent(event))
                        {
                                if (event.type == sf::Event::Closed)
                                {
                                        window.close();
                                }
                        }

                        if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
                        {
                                sprite.move(speed * timeSinceLastUpdate.asSeconds(), 0);
                        }

                        if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
                        {
                                sprite.move(-speed * timeSinceLastUpdate.asSeconds(), 0);
                        }
                }

                if (drawClock.getElapsedTime().asSeconds() > drawsPerSecond)
                {
                        timeSinceLastDraw = drawClock.restart();
                        window.clear();
                        window.draw(sprite);
                        window.display();
                }
        }
}

//High framerate and good speed consistency only if TICKS PER SECOND stays at a fairly low value
void startDeWitters()
{
        sf::RenderWindow window;
        window.create(sf::VideoMode(640, 480),"SFML Window");
        window.setActive(false);
        sf::Event event;
        sf::RectangleShape sprite(sf::Vector2f(300, 300));
        sprite.setFillColor(sf::Color::Blue);
        float speed = 10.0f;

        sf::Clock clock;

        const int TICKS_PER_SECOND = 25;
        const int SKIP_TICKS = 1000 / TICKS_PER_SECOND;
        const int MAX_FRAMESKIP = 5;

        sf::Int64 next_game_tick = clock.getElapsedTime().asMilliseconds();
        int loops;
        float interpolation;

        while (window.isOpen())
        {
                loops = 0;

                while (window.pollEvent(event))
                {
                        if (event.type == sf::Event::Closed)
                        {
                                window.close();
                        }
                }

                while (clock.getElapsedTime().asMilliseconds() > next_game_tick && loops < MAX_FRAMESKIP)
                {
                        if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
                        {
                                sprite.move(speed, 0);
                        }

                        if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
                        {
                                sprite.move(-speed, 0);
                        }

                        next_game_tick += SKIP_TICKS;
                        loops++;
                }

                //AM I MISSING SOMETHING HERE?
                interpolation = float(clock.getElapsedTime().asMilliseconds() + SKIP_TICKS - next_game_tick) / float(SKIP_TICKS);

                window.clear();
                window.draw(sprite);
                window.display();
        }
}

//High framerate but poor speed consistency
void startGafferonGames()
{
        sf::RenderWindow window;
        window.create(sf::VideoMode(640, 480),"SFML Window");
        window.setActive(false);
        sf::Event event;
        sf::RectangleShape sprite(sf::Vector2f(300, 300));
        sprite.setFillColor(sf::Color::Blue);
        float speed = .25f;

        double t = 0.0;
        const double dt = 0.01;

        sf::Clock clock;
        sf::Int32 currentTime = clock.getElapsedTime().asMilliseconds();
        double accumulator = 0.0;

        while (window.isOpen())
        {
                while (window.pollEvent(event))
                {
                        if (event.type == sf::Event::Closed)
                        {
                                window.close();
                        }
                }

                sf::Int32 newTime = clock.getElapsedTime().asMilliseconds();
                double frameTime = newTime - currentTime;
                if (frameTime > 0.25)
                {
                        frameTime = 0.025;
                }

                currentTime = newTime;
                accumulator += frameTime;

                while (accumulator >= dt)
                {
                        if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
                        {
                                sprite.move(speed, 0);
                        }

                        if (sf::Keyboard::isKeyPressed(sf::Keyboard::A))
                        {
                                sprite.move(-speed, 0);
                        }

                        t += dt;
                        accumulator -= dt;
                }

                //AM I MISSING SOMETHING HERE?
                const double alpha = accumulator / dt;

                window.clear();
                window.draw(sprite);
                window.display();
        }
}
 
« Last Edit: November 05, 2013, 04:31:53 pm by cuddlyogre »

mvl

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Re: I need fresh eyes to look at my game loops
« Reply #1 on: November 11, 2013, 04:18:49 pm »
the only thing i can think of that is better in the second loop than in yours is that the veriables for the timing are const and IN UPPERCASE and goeped wich makes it easyer for the eye

 

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