- listen to user input, change game data appropriately
- update game objects (move objects, do collision detection, etc.)
- render world to the screen
We can see that it is, therefore, desirable to make your game run at the same speed no matter what happens. With one caveat: We always want to render as many frames as we possibly can. More frames is a smoother experience, after all.
So we can see that it is in our interest to decouple the game logic updates from the rendering. The rendering should then proceed as fast as possible, but the game logic should proceed at a constant rate regardless of the frame rate.
The right way to do this, of course, is to look at the clock. First we must decide how many logic updates we want to do per second. For most games, about 20 to 25 will suffice. So the time between to updates should be 1/25 seconds. Then, every pass through the rendering loop (which still runs as fast as possible) we check to see how much time has passed, and, only if it is necessary, we make an update to the game. Then we proceed with rendering. If the update is skipped, we need the renderer to interpolate between the two logic updates, so that it does not just render the same world multiple times. This will result in a smoother game experience for fast computers, but will not slow down the game on the slower, older hardware.
in my gunge framework, there is a new Clock class in the experimental branch time-exp that handles this transparently for you. It watches over two things: real time, which advances continuously, and game time, which can be advanced by 1/(updates_per_second) by updating the game. It is worthy to note how game time advances in discrete units, since the game world is updated in steps every iteration of the main loop.
To decide whether the game should update, the Clock has the concept of game latency, or how far game time lags behind the real time. The continuously advancing real time increases the game latency, and it is decreased when the game updates, by 1/(updates_per_second). There are two strategies for deciding when to update the game:
- game_latency > 1/(updates_per_second) -- this updates the game if the latency lags behind more than one update_length
- |game_latency - update_length| < |game_latency| -- this updates if it reduces the absolute value of the latency, i.e. if the game time comes closer to real time because of the update.
3 comments:
Uhh, what about threads?
threads make it sound simple, but that is deceptive. Both updates and renders make use of the same data. While it is true that renders only need read access, if a render happens right in the middle of an update the game will be in an inconsistent state (partially updated).
So you need for a big lock around the update code, but that of course means that updates and renders can't run concurrently anyway, and there's not much of a point in running them as two threads.
what about a clock timer with a custom event?
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