I\'m trying to make an SDL program that runs with a constant frame rate. However I\'m finding that even though my program is lagging a lot and skipping a lot of frames (even though it\'s running at a
I\'m writing a card game in ActionScript 3. Each card is represented by a开发者_如何学JAVAn instance of a class extending movieclip exported from Flash CS4 that contains the card graphics and a flip a
I wrote a component to display current FPS. The most important part of it is: public override void Update(GameTime gameTime)
I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the fram
I have two threads in my app - the main UI thread and another thread initiated by the wm_WiiMoteChanged event handler (a background thread). In the main thread I do some video processing. I have a fun
I\'m implem开发者_运维百科enting a game loop with constant FPS. I\'m thinking about 25-30 FPS should be enough.
I\'m trying to track frames per second in my game.I don\'t want the fps to show as an average. I want to see how the frame rate is affected when I push keys and add models etc.So I am using a variable
I have messages coming into my program with millisecond resol开发者_如何学Cution (anywhere from zero to a couple hundred messages a millisecond).
In my OpenGL book, it says this: \"What often happens on such a system is that the frame is too complicated
I am following some开发者_JAVA百科 beginner tutorials for OpenGL in c++ but as I started off as a c# programmer it has made me take a lot of things for granted. So my problem occurred when I was debug