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Article #1742

Re: Game timing

#1742
From: Jarno Tapio Rajahalme
Date: Fri, 18 Dec 1992 12:43
34 lines
2297 bytes
In article <1992Dec17.144044.18199@westminster.ac.uk> fkpec@westminster.ac.uk (Liaket Ali) writes:

   A question (hypothetical) related to Game timing...

   I have an AMIGA 500 and will soon be getting a 1200 which is a faster computer.
   The game that I'm currently writing runs at 10 frames per second on the A500.
   However, I would like the game to run at 20fps on the A1200 but be smoother.
   This means that it will not zoom past at twice the speed but instead will increment the display view by half increments.

Note: I have never done this, but...

To adapt to the speed of the machine the game is running on you should
measure how many frames it takes to draw the scene. Then when you know
that drawing the scene too, say, 5 frames, you advance the simulation
time of your game by 5 frames, draw next scene, etc. Note that this
algorithm adapts to the complexity of your scene too (more detail =>
less frames / sec, but the 'time' will be correct, only taking bigger
jumps.).

One problem with this is that the game control will be taken into
account only after the prevoius scene is totally ready, so if the
frame rate falls too low, your game will not be playable anymore. But
this should not be a problem for moderate frame rates.

   LIAKET ALI
   fkpec@westminster.ac.uk

	Jarno
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References: <1992Dec17.144044.18199@westminster.ac.uk>

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Newsgroups: rec.games.programmer,comp.sys.amiga.programmer
Path: arc1-ca.pugleaf.net!sparky!uunet!mcsun!news.funet.fi!funic!nntp.hut.fi!nntp!jraja
From: jraja@vipunen.hut.fi (Jarno Tapio Rajahalme)
Subject: Re: Game timing
In-Reply-To: fkpec@westminster.ac.uk's message of 17 Dec 92 14:40:44 GMT
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References: <1992Dec17.144044.18199@westminster.ac.uk>
Date: 18 Dec 92 12:43:46
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