问题
I'm at the moment trying to Programm my first Game in SFML (and my first overall) but i ran into the Problem that i get a stutter about once a second. During such a stutter the Frametime is 3 to 4 times higher than normal which is really noticeable as long i don't run really high FPS (300+).
No Problem (at least atm) as performance is not an Issue, but:
When doing that my movement Method really freaks out and moves way way slower that it's supposed to do.
my Movement method:
void Player::Update(float frametime){
mMovementSpeedTimefactor = frametime * 60 / 1000.0f;
setMovementVector(sf::Vector2f( mMovementVector.x * mMovementSpeedTimefactor, mMovementVector.y *mMovementSpeedTimefactor));
validateMovement();
//std::cout << mTestClock->restart().asMilliseconds() << std::endl;
moveObject();
this->updateAnimation();
}
frametime is the frametime in Milliseconds, and i Multiply by 60, as my movementspeed is set as a value for pixel/second and not per frame.
movementspeed is 5, so the character should move 5 px per second, whatever FPS( and therefore Frametime) i have.
But: that gives me really jumpy movement, as those "stutterframes" result in a jump, and on nto stuttering frames the palyer moves a lot slower than it should.
my mainloop is really simple, just
while(mMainWindow->isOpen()){
HandleEvents();
Update();
Render();
}
while using the inbuild framelimiter (tried writing my own, but i get the very same result, as long as i use sf:sleep to regulate FPS for not having the cpu core running at 100% load) to 300 FPS.
So yeah, i could just set my standard speed to 1 instead of 5, but setframeratelimit is not very accurate, so i get some variation in movementspeed, that i really not like.
anyone has an idea, what i could best do? Maybe i'm not seeing the forest for all the trees ( i actually have no idea if you say that in english :P) but as this is my first game i have no experience to look back upon.
回答1:
When frametime
is really high or really low your calculations may not work correctly because of float precision issues. I suggest setting standard speed to, maybe, 500
and mMovementSpeedTimeFactor
to frametime * 60 / 10.0f
and check if the issue still happens.
回答2:
Similar question: Movement Without Framerate Limit C++ SFML.
What you really need is fixed time step. Take a look at the SFML Game development book source code. Here's the interesting snippet from Application.cpp:
const sf::Time Game::TimePerFrame = sf::seconds(1.f/60.f);
[...]
sf::Clock clock;
sf::Time timeSinceLastUpdate = sf::Time::Zero;
while (mWindow.isOpen())
{
sf::Time elapsedTime = clock.restart();
timeSinceLastUpdate += elapsedTime;
while (timeSinceLastUpdate > TimePerFrame)
{
timeSinceLastUpdate -= TimePerFrame;
processEvents();
update(TimePerFrame);
}
updateStatistics(elapsedTime);
render();
}
EDIT: If this is not really what you want, see "Fix your timestep!" which Laurent Gomila himself linked in the SFML forum.
来源:https://stackoverflow.com/questions/18065004/how-to-adjust-a-game-loop-frame-rate