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Re: [pygame] Frames per seconds



Yeah i think i will consider that because, actually, i don't know if it makes sense to you. I'm using callLater() from twisted to build my game loop. And i posted on here because i noticed out that some of the clients was moving faster than some others so i think it s because i have not a correct frames handling. Right?

2011/5/2 James Paige <Bob@xxxxxxxxxxxxxxxxxxx>
On Mon, May 02, 2011 at 07:48:17PM +0200, Nathan BIAGINI wrote:
>    Hi everyone,
>
>    I'm writing using twisted for the network then i would like to know the
>    for getting the exact seconds to wait each loop to have 60 frames per
>    seconds. Actually i have to specify a value in seconds. There is a way to
>    know the time in seconds to wait depending of the computer proc to have
>    exactly 60 frames per seconds?
>
>    Thanks.

Have you read this?:

http://www.pygame.org/wiki/ConstantGameSpeed

It is a good idea to make your display fps separate from your game logic
fps. Even if you want them both to be 60 fps, it can still be a big
advantage to separate them, because a slowdown in one doesn't always
have to affect the other.

---
James Paige