game-loop

Best way for simple game-loop in Javascript?

不想你离开。 提交于 2019-12-02 20:33:51
Is there a simple way to make a game loop in JavaScript? something like... onTimerTick() { // update game state } setInterval(onTimerTick, 33); // 33 milliseconds = ~ 30 frames per sec function onTimerTick() { // Do stuff. } 1-14x0r There are a varied amount of ways to achieve this using JavaScript depending on your application. A setInterval() or even with a while() statement would do the trick. This will not work for a game loop. JavaScript interpreted by the browser, so it is prone to interrupts. Interrupts will make the play back of your game feel jittery. The webkitRequestAnimationFrame

Simple Game in C# with only native libraries

瘦欲@ 提交于 2019-12-02 19:49:23
I could find a set of java 2D game tutorials and android game tutorials which uses only native graphics libraries . I'm looking for something similar in C# ( without DirectX or XNA) I found this game loop skeleton , but it doesn't tell how to Render the Graphics. Target is to simulate a simple Electronic device. I need to show some graphical output as user "presses" some keys on the keyboard quickly.Hence it looks like an arcade game. For example As the user presses one of the arrow keys a pointer(an image) will move accordingly. I guess I can't do this with typical Windows Forms Application

Lua, game state and game loop

自闭症网瘾萝莉.ら 提交于 2019-12-02 17:11:55
Call main.lua script at each game loop iteration - is it good or bad design? How does it affect on the performance (relatively)? Maintain game state from a . C++ host-program or b . from Lua scripts or c . from both and synchronise them? (Previous question on the topic: Lua and C++: separation of duties ) (I vote for every answer. The best answer will be accepted.) The best thing about lua is that it has a lightweight VM, and after the chunks get precompiled running them in the VM is actually quite fast, but still not as fast as a C++ code would be, and I don't think calling lua every rendered

Algorithm for Client-Server Games

爱⌒轻易说出口 提交于 2019-12-02 15:18:18
For stand alone games, the basic game loop is (source: wikipedia) while( user doesn't exit ) check for user input run AI move enemies resolve collisions draw graphics play sounds end while But what if I develop client-server-like games, like Quake, Ragnarock, Trackmania, etc, What the Loop/Algorithm for client and the server parts of the game? It would be something like Client: while( user does not exit ) check for user input send commands to the server receive updates about the game from the server draw graphics play sounds end Server: while( true ) check for client commands run AI move all

Is this a good implementation of the gameloop

試著忘記壹切 提交于 2019-12-01 10:52:04
I have implemented a gameloop in Flash/Actionscript/Starling and I want to throw it at you to see if this is a valid implementation. I wanted to have a variable time step approach. private var _deltaTime:Number = 0; private var _lastTime:Number = 0; private var _speed = 1000 / 40; private function onEnterFrame() { var now = new Date().getTime(); var delta = now - _lastTime; _deltaTime += delta - _speed; _lastTime = now; //skip if frame rate to fast if (_deltaTime <= -_speed) { _deltaTime += _speed; return; } update(); } private function update() { updateGameState(); if (_deltaTime >= _speed) {

Is this a good implementation of the gameloop

孤者浪人 提交于 2019-12-01 08:40:45
问题 I have implemented a gameloop in Flash/Actionscript/Starling and I want to throw it at you to see if this is a valid implementation. I wanted to have a variable time step approach. private var _deltaTime:Number = 0; private var _lastTime:Number = 0; private var _speed = 1000 / 40; private function onEnterFrame() { var now = new Date().getTime(); var delta = now - _lastTime; _deltaTime += delta - _speed; _lastTime = now; //skip if frame rate to fast if (_deltaTime <= -_speed) { _deltaTime +=

Best way to implement game loop without freezing UI thread

自古美人都是妖i 提交于 2019-12-01 03:52:39
I'm trying to make a simple 2D game in Java. So far I have a JFrame , with a menubar, and a class which extends JPanel and overrides it's paint method. Now, I need to get a game loop going, where I will update the position of images and so on. However, I'm stuck at how best to achieve this. Should I use multi-threading, because surely, if you put an infinite loop on the main thread, the UI (and thus my menu bar) will freeze up? Here's my code so far: import java.awt.Color; import java.awt.Graphics; import javax.swing.JPanel; @SuppressWarnings("serial") public class GameCanvas extends JPanel {

How do I write a game loop in Haskell?

孤者浪人 提交于 2019-12-01 02:36:53
I want to code a game in Haskell where every iteration of the loop computes the state of the world. I thought I should create a function: gameLoop :: World -> World -- ... and have main :: IO () call it: main = do gameLoop -- ... But the problem is that I'm missing some fundamental understanding of how to wrap the gameLoop function so that it returns main 's parameter value. How would one go about creating a game loop in Haskell? You'll probably want something like this import Control.Monad.Loops main = iterateM_ (\w -> displayWorld w >> return (gameLoop w)) initWorld -- iterateM_ ((>>) <$>

How do I write a game loop in Haskell?

守給你的承諾、 提交于 2019-11-30 22:14:00
问题 I want to code a game in Haskell where every iteration of the loop computes the state of the world. I thought I should create a function: gameLoop :: World -> World -- ... and have main :: IO () call it: main = do gameLoop -- ... But the problem is that I'm missing some fundamental understanding of how to wrap the gameLoop function so that it returns main 's parameter value. How would one go about creating a game loop in Haskell? 回答1: You'll probably want something like this import Control

Best way for simple game-loop in Javascript?

喜欢而已 提交于 2019-11-30 12:35:40
问题 Is there a simple way to make a game loop in JavaScript? something like... onTimerTick() { // update game state } 回答1: setInterval(onTimerTick, 33); // 33 milliseconds = ~ 30 frames per sec function onTimerTick() { // Do stuff. } 回答2: There are a varied amount of ways to achieve this using JavaScript depending on your application. A setInterval() or even with a while() statement would do the trick. This will not work for a game loop. JavaScript interpreted by the browser, so it is prone to