Thread View: rec.games.programmer
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3 total messages
Started by Baylor
Fri, 07 Aug 1992 05:16
Re: Game libraries...
Author: Baylor
Date: Fri, 07 Aug 1992 05:16
Date: Fri, 07 Aug 1992 05:16
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Stoooopid question... How are you guys measuring frames per second. I'va always had code to do stuff but damned if i have any idea of what speed it runs at. -- ----------------------------------------------------------------------- Baylor Wetzel baylor@cc.utexas.edu Hang Tyson Free Leonard Peltier -----------------------------------------------------------------------
Re: Game libraries...
Author: Khan
Date: Fri, 07 Aug 1992 12:38
Date: Fri, 07 Aug 1992 12:38
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In article <77309@ut-emx.uucp> baylor@ccwf.cc.utexas.edu (Baylor) writes: > > Stoooopid question... > How are you guys measuring frames per second. I'va always had >code to do stuff but damned if i have any idea of what speed it runs at. If you have a late-model Borland compiler, it likely came with a package called Turbo Profiler. TP can be used to measure the animation rate. Barring that, there is a set of high resolution timer routines from Byte magazine floating around (probably on SIMTEL20, although I haven't checked) which does the same sort of thing (although BTIMER isn't as sophisticated as TP). There's also a timer in the first few pages of Abrash's "Zen of Assembly Language." Others have reported that this book is back in print and available through PC Techniques magazine. I heartily recommend that you pick up a copy. All of these use the timer chip inside the PC to measure the time it takes your code to execute. If you also track the number of frames displayed, you can divide by the elapsed time to get your animation rate.
Re: Game libraries...
Author: sl8nl
Date: Fri, 07 Aug 1992 15:46
Date: Fri, 07 Aug 1992 15:46
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> Stoooopid question... > How are you guys measuring frames per second. I'va always had > code to do stuff but damned if i have any idea of what speed it runs at. I use several different methods. The simplest way I've found to measure fps is to set up a counter and timer, time the code for 10 seconds, and divide the counter value by 10. Say, if the counter at the end of 10 seconds is 450, then you are getting 45 fps.
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