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For example, Sprite's Move forward action takes a number of pixels to move the object forward. UseĪny time you move an object at a steady speed, you need to use dt in that way to achieve framerate independence. This means at both 30 FPS and 60 FPS our object moves to the right 60 pixels every second - the same speed, regardless of framerate. Since dt adds up to 1 every second, 60 dt* adds to up to 60 every second. the object will move to the right at 60 pixels per second at any framerate. Typically, framerate dependent motion is done with an event like this:
#JAVA 60 FPS TIMER HOW TO#
(Adding dt to an object's instance variable is also a handy way to have a timer in an object.) How to use Notice that if you add dt to a variable every tick, it adds 1 every second, because the time between all the ticks over a period of 1 second must add up to 1! Here's an example showing just that. In practice, dt varies tick-by-tick, so it is unlikely to be exactly the same value for long periods of time.
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It is the time, in seconds, since the last tick.įor example, at 100 fps dt will be 0.01 (one hundredth of a second), and at 10 fps dt will be 0.1 (one tenth of a second). Delta means a change in a quantity, so delta-time means the change in time. The key to framerate independence is the dt system expression. The same technique also enables time scaling, which allows for deliberate slow-motion effects and easy pausing. This tutorial describes how you can make your game framerate independent. Games which slow down when the framerate dips can severely affect gameplay, making players get frustrated and quit! Making framerate independent games is important to make sure your game is enjoyable and playable for everyone, no matter what kind of computer they have. On the other hand, a framerate dependent game progresses at half the speed on the slow computer, in a sort of slow-motion effect. A framerate independent game progresses at the same speed on both computers (objects appear to move at the same speed). For example, a game might run at 30 FPS (Frames Per Second) on a slow computer, and 60 FPS on a fast one.
#JAVA 60 FPS TIMER WINDOWS#
This really is not a problem if you are in fullscreen mode or you lock the windows resizable property but still in case you really need to do it here is a way to determine if the window has been resized.Framerate independent games are games that run at the same speed, no matter the framerate. Whenever a window is resized you need to recreate the backbuffer since the width and height of the image has changed. That would be the guts of things you just extends this as you need and make your game. Now scheduling the TimerTask is very easy and is done like so: after we have drawn what we need on the screen we can clear GetGraphics().drawImage(backbuffer, 0, 0, null) now we do our page flipping to display the image on the G.drawString(DoubleBuffering.DISPLAY_STRING, 100, 100) get the Graphics object from the backbuffer. create a BufferedImage the size of the JFrame.īackbuffer = new BufferedImage(getWidth(), getHeight(), check to see if the backbuffer needs to be
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create the Timer and schedule it with the timer. A typical rendering loop is something like this: This class allows you to schedule TimerTask's which are simply a separate thread with a run method that you need to overload. There is a Timer class already in the Java API java.util. So we need a timer something that will execute after a specified period of milliseconds. Ok! Now that we have a backbuffer we need a way of timing each frame and rendering (drawing) that frame onto the window. You want to use a BufferedImage which has a method to get the Graphics object which is what you use to draw to any component or Image in Java. And of course you want to do this every 16-33 milliseconds or between (30-60 fps, frames per second) So we need a backbuffer to use for drawing. Once the drawing of a single frame is complete then swap or in this case draw the backbuffer onto the screen. Basically the concept is, draw everything to an offscreen image the same size as the window you are going to be displaying it on.
#JAVA 60 FPS TIMER FREE#
First thing you need before creating a flicker free environment is to have a buffer to draw to.