开发者_StackOverflow中文版I understand that game development involves a \'game loop\', in which the scene is drawn.This game loop either runs as fast as possible (no timer, frame animation) or is call
I have been attempting to create a timer for my game and 开发者_开发百科I heard about QueryPerformanceCounter and QueryPerformanceFrequency. Could someone please explain how these can be used to calcu
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\'ve been reading Koen Witters detailed article about different game loop solutions but I\'m having some problems implementing the last one with GLUT, which is the recommended one.
Since i\'m writing a game in RoR, i need to have a game loop that is responsible for checking different things every time a page refresh happens. My question is, wh开发者_运维技巧at is the best way to
It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhet开发者_高级运维orical andcannot be reasonably answered in its current form.
I built a simple game engine using SurfaceView. I use a RectF as a \'camera\' window, to represent the scaled pixel width and height of the SurfaceView canvas, and to figure out what is on screen.
I have implemented a game engine loop as follows: public static Boolean Start ( ) { if (hasBoard) { //start engine on worker thread
OK, I guess my previous question wasn\'t in detail. I\'m providing more details. Before posting full source code I have to ask if my question:
I am writing PHP code to be a game client. It uses socket; socket_create followed by socket_connect and then socket_read. It works fine, but the issue is that the server can send a packet at any time