requestanimationframe

When compiling Rust to wasm (web assembly), how can I sleep for 10 milliseconds?

强颜欢笑 提交于 2021-02-08 15:15:26
问题 My rust program is managing memory for a 2d html canvas context, and I'm trying to hit ~60fps. I can calculate the delta between each frame easily, and it turns out to be roughly ~5ms. I'm unclear on how to put my Rust webassembly program to sleep for the remaining 11ms. One option would be to have JavaScript call into Rust on every requestAnimationFrame and use that as the driver, but I'm curious to keep it all in Rust if possible. I'm effectively looking for the Rust equivalent of

When compiling Rust to wasm (web assembly), how can I sleep for 10 milliseconds?

亡梦爱人 提交于 2021-02-08 15:10:19
问题 My rust program is managing memory for a 2d html canvas context, and I'm trying to hit ~60fps. I can calculate the delta between each frame easily, and it turns out to be roughly ~5ms. I'm unclear on how to put my Rust webassembly program to sleep for the remaining 11ms. One option would be to have JavaScript call into Rust on every requestAnimationFrame and use that as the driver, but I'm curious to keep it all in Rust if possible. I'm effectively looking for the Rust equivalent of

When compiling Rust to wasm (web assembly), how can I sleep for 10 milliseconds?

空扰寡人 提交于 2021-02-08 15:09:27
问题 My rust program is managing memory for a 2d html canvas context, and I'm trying to hit ~60fps. I can calculate the delta between each frame easily, and it turns out to be roughly ~5ms. I'm unclear on how to put my Rust webassembly program to sleep for the remaining 11ms. One option would be to have JavaScript call into Rust on every requestAnimationFrame and use that as the driver, but I'm curious to keep it all in Rust if possible. I'm effectively looking for the Rust equivalent of

Javascript - gameloop using delta time

风格不统一 提交于 2021-02-08 09:58:06
问题 I am trying to implement a gameloop that uses delta time. I got the following code from this article, however I feel it does not explain this type of gameloop well. I have researched on requestAnimationFrame and none of the explenations seem to be useful. Can someone simply break down how this loop works? function timestamp() { return window.performance && window.performance.now ? window.performance.now() : new Date().getTime(); }, var now, dt = 0, last = timestamp(), step = 1/60; function

Javascript - gameloop using delta time

只愿长相守 提交于 2021-02-08 09:57:29
问题 I am trying to implement a gameloop that uses delta time. I got the following code from this article, however I feel it does not explain this type of gameloop well. I have researched on requestAnimationFrame and none of the explenations seem to be useful. Can someone simply break down how this loop works? function timestamp() { return window.performance && window.performance.now ? window.performance.now() : new Date().getTime(); }, var now, dt = 0, last = timestamp(), step = 1/60; function

Why is cancelAnimationFrame not working?

*爱你&永不变心* 提交于 2021-02-07 20:46:04
问题 Refer to this fiddle - http://jsfiddle.net/rnqLfz14/28/ [ This code is not mine - http://www.isaacsukin.com/news/2015/01/detailed-explanation-javascript-game-loops-and-timing ] //.... function stop() { running = false; started = false; cancelAnimationFrame(frameID); } //... function mainLoop(timestamp) { // Throttle the frame rate. if (timestamp < lastFrameTimeMs + (1000 / maxFPS)) { frameID = requestAnimationFrame(mainLoop); return; } delta += timestamp - lastFrameTimeMs; lastFrameTimeMs =

Why is cancelAnimationFrame not working?

回眸只為那壹抹淺笑 提交于 2021-02-07 20:45:29
问题 Refer to this fiddle - http://jsfiddle.net/rnqLfz14/28/ [ This code is not mine - http://www.isaacsukin.com/news/2015/01/detailed-explanation-javascript-game-loops-and-timing ] //.... function stop() { running = false; started = false; cancelAnimationFrame(frameID); } //... function mainLoop(timestamp) { // Throttle the frame rate. if (timestamp < lastFrameTimeMs + (1000 / maxFPS)) { frameID = requestAnimationFrame(mainLoop); return; } delta += timestamp - lastFrameTimeMs; lastFrameTimeMs =

Is there a way to set FPS for rAF for high/low frame rate monitors not on 60hz?

青春壹個敷衍的年華 提交于 2021-02-05 08:11:46
问题 So I have one 120hz monitor and one 60hz monitor. If I run my game on the first, it runs very fast, but when I run it at the second monitor, it's slower. And I know there are many 30hz monitors out there too, which would be even more painfully slow (and little bit of 240hz monitors, which would be lightning fast). Is there any way to lock the frame rate of the game to 60fps (which is the most common) so the problem doesn't happen? 回答1: No, requestAnimationFrame is supposed to fire before the

Is there a way to set FPS for rAF for high/low frame rate monitors not on 60hz?

 ̄綄美尐妖づ 提交于 2021-02-05 08:11:28
问题 So I have one 120hz monitor and one 60hz monitor. If I run my game on the first, it runs very fast, but when I run it at the second monitor, it's slower. And I know there are many 30hz monitors out there too, which would be even more painfully slow (and little bit of 240hz monitors, which would be lightning fast). Is there any way to lock the frame rate of the game to 60fps (which is the most common) so the problem doesn't happen? 回答1: No, requestAnimationFrame is supposed to fire before the

Is there a way to set FPS for rAF for high/low frame rate monitors not on 60hz?

吃可爱长大的小学妹 提交于 2021-02-05 08:11:05
问题 So I have one 120hz monitor and one 60hz monitor. If I run my game on the first, it runs very fast, but when I run it at the second monitor, it's slower. And I know there are many 30hz monitors out there too, which would be even more painfully slow (and little bit of 240hz monitors, which would be lightning fast). Is there any way to lock the frame rate of the game to 60fps (which is the most common) so the problem doesn't happen? 回答1: No, requestAnimationFrame is supposed to fire before the