Most game developers should have encountered the \"low framerate\" issue at least once when developing games. But I, on the other hand, am making a sudoku-like puzzle game where low framerate is not a
I would like to create an FPS game but need to manage bandwidth on servers.What things do I need to design in to do this?
So I was wondering if I\'m calculating my FPS correctly: Uint32 delayFrom(float startTime, float endTime){
Before anyone asks, this is for a university project and I have to use GLUT. I\'m not tagging this as homework because this is not a requirement, nor will I have extra points for this.
I\'ve recently come across Google\'s Excanvas stuff... It\'s a开发者_开发技巧ll very well and good having <canvas> for the turdier browsers out there, but I was wondering how optimised it was; c
I want to time fps count, and set it\'s limit to 60 and however i\'ve bee开发者_JS百科n looking throught some code via google, I completly don\'t get it.If you want 60 FPS, you need to figure out how
I got an input video, ffmpeg says about it : 29.96FPS 59.75 tbr 1k tbn 59.83 tbc My process to encode is :
I try to record video using MediaRecorder Class. However I find out that I failed to lower the framerate of the video stream.
Hey all i am implementing the gameloop found here: http://obviam.net/index.php/the-android-game-loop/
I render 2 triangles covering the whole surface using GLES20 context only. The problem is now that drawing just one single texture this way seems to be unreasonably slow. The framerate goes down from