60 fps?

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hertzcastle
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60 fps?

Post by hertzcastle »

hi!
im a former blitzmax user and i was wondering if there's any way of making love update at a limit of 60fps or under(if the game cant handle it). so if i wanted a tilemap to update at at least a similar speed on different machines. delta time comes in floats and even when i floor them they seem pretty unpredictable. i know the timer.sleep thing is in place, but it says in the docs that it varies from system to system. does anyone know how badly it varies? if i wanted a 60fps limit/clock, what would i have to do?
thanks!x
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bartbes
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Re: 60 fps?

Post by bartbes »

I'm not sure what you want, but it appears vsync is it.. check out love.graphics.setMode.

Furthermore, you can use dt to specify speed in units/second, so if you want something to move 10 pixels every second you add 10*dt to the coordinates.
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lostbuthappy
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Re: 60 fps?

Post by lostbuthappy »

Hi,
if I'm not mistaken 0.6.0 gives you access to the game loop and therefore allows you to implement a fixed framerate - in theory. But I wonder why you'd want that. Time based movement is the superior and more flexible technique.
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hertzcastle
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Re: 60 fps?

Post by hertzcastle »

ah sorry, wasnt very clear with my post.
i basically want to be able to scroll without having flickering or floats. not just for tilemaps but for parallax etc.
cant seem to work out how to do it. tried floor/ciel but no joy. any ideas? is there a way to cast numbers as ints in lua?
thankyou.x
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hertzcastle
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Re: 60 fps?

Post by hertzcastle »

ill upload a simple example of what's going wrong, just in case anyone feels like looking thru it :)
x
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loveGold.love.zip
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TechnoCat
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Re: 60 fps?

Post by TechnoCat »

You had a logic error. I fixed it for you though. It was in function doScroll(....)

Instead of shifting the image 4 places to the right from its current position (could be less than -256) , you were putting it at a fixed location 256*4.

I changed

Code: Select all

tableScroll[i] = 256 * 4
to

Code: Select all

tableScroll[i] = tableScroll[i] + 256 * 4

Code: Select all

function load()
   love.graphics.setMode(640, 480, false, true, 0)
   imgBack = love.graphics.newImage("image/back1.png")
   imgScrollBack = love.graphics.newImage("image/scrollLowBack.png")
      imgScrollBack:setCenter(0,0)
   imgScrollFront = love.graphics.newImage("image/scrollLowFront.png")
      imgScrollFront:setCenter(0,0)
   xScrollFront = {0*256 , 1*256, 2*256, 3*256}
   xScrollBack = {0*256, 1*256, 2*256, 3*256}
end

-- Logic
function update(dt)
   doScroll(xScrollBack, 256, dt)
   doScroll(xScrollFront, 512, dt)
end

-- Scene Drawing
function draw()
   love.graphics.draw(imgBack, 320, 240)
   doDrawScroll()
end

function doScroll(tableScroll, speed, delta)
   local distance = speed*delta
   for i, v in ipairs(tableScroll) do
      if tableScroll[i] <= -256 then
         tableScroll[i] = tableScroll[i] + 256 * 4
      end
      tableScroll[i] = tableScroll[i] - distance
   end
end

function doDrawScroll()
   for i, v in ipairs(xScrollBack) do
      love.graphics.draw(imgScrollBack, math.floor(xScrollBack[i]), 480 - 128)
   end
   for i, v in ipairs(xScrollFront) do
      love.graphics.draw(imgScrollFront, math.floor(xScrollFront[i]), 480 - 128)
   end
end
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Fizzadar
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Re: 60 fps?

Post by Fizzadar »

I'm assuming 0.6 is limited all the time to 60/61FPS, because no matter how much crap I spawn, (nothing or tonnes), it's 60. Until I loaded images on draw, and the ram maxed out!
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bartbes
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Re: 60 fps?

Post by bartbes »

0.6.0, just as 0.5.0 uses vsync by default, which means the max FPS is your monitor refresh speed, which is 59/60 on most screens.
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hertzcastle
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Re: 60 fps?

Post by hertzcastle »

ah wow thanks guys! good catch techno cat!
so im guessing that love updates at a max of 60fps too?
x
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hertzcastle
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Re: 60 fps?

Post by hertzcastle »

also thanks again technocat for cleaning up my awful code!! :ultraglee:
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