JamineBourne
Still Fresh
- Joined
- Jun 29, 2007
- Messages
- 12
First off, I have a game in the makes: basically a really advanced asteriods with a fantasy setting, involving you, a truck-load of spells or modifiers or whatever, a bunch of weapons, and millions of saavy guards spawning out of forts coming to arrest you. And I'll throw in a map editor without level bounds to seal the deal (no garuntee in framerate if you make TEH BIGGEST LEVEL EVA!).
Anyway it's in java because that's clearly my best language, and it renders using sdljava, which is way way outdated. But hey, the lazyfoo tutorials helped a bunch and they were in SDL, so why not make it less complicated? Well I've come to ask that question: is sdljava too outdated to use for the Pandora? I have 0 linux experience as of right now, so I don't know what's going to happen if I drop a jar and a bunch of outdated sdljava dll's in a folder and expect it to run on something non-windows. Plus outdated things are usually slower, and I'm considering moving to lwjgl (though that's not garunteed to be on the Pandora yet). Worth it or not?
My second question is a coding one: Why are fps calculating functions overly complicated for their own good? I used the lazyfoo one for a while which had me at around 170.039424 at max, but I had no clue exactly why or what it was doing. FPS is frames per second right? or am I getting that wrong? Because it would be a whole lot easier and more accurate if there something like:
CODE
StartTimer();
int frame = 0;
MAIN GAME LOOP{
do game stuff...
frame = frame++;
if( the time is greater than a second ){
print out "the Frames gone by in a second are: " + frame;
frame = 0;
restart the Timer;
}
}
There, done. Without any math but addition. It measuers how many times the game looped in a second, which IS THE FPS is it not? This gets at max 40 fps on my computer, which makes me suspicious about the accuracy of every FPS measurer out there. Somebody tell me what's wrong with this, because that's what it begs for!
Anyway it's in java because that's clearly my best language, and it renders using sdljava, which is way way outdated. But hey, the lazyfoo tutorials helped a bunch and they were in SDL, so why not make it less complicated? Well I've come to ask that question: is sdljava too outdated to use for the Pandora? I have 0 linux experience as of right now, so I don't know what's going to happen if I drop a jar and a bunch of outdated sdljava dll's in a folder and expect it to run on something non-windows. Plus outdated things are usually slower, and I'm considering moving to lwjgl (though that's not garunteed to be on the Pandora yet). Worth it or not?
My second question is a coding one: Why are fps calculating functions overly complicated for their own good? I used the lazyfoo one for a while which had me at around 170.039424 at max, but I had no clue exactly why or what it was doing. FPS is frames per second right? or am I getting that wrong? Because it would be a whole lot easier and more accurate if there something like:
CODE
StartTimer();
int frame = 0;
MAIN GAME LOOP{
do game stuff...
frame = frame++;
if( the time is greater than a second ){
print out "the Frames gone by in a second are: " + frame;
frame = 0;
restart the Timer;
}
}
There, done. Without any math but addition. It measuers how many times the game looped in a second, which IS THE FPS is it not? This gets at max 40 fps on my computer, which makes me suspicious about the accuracy of every FPS measurer out there. Somebody tell me what's wrong with this, because that's what it begs for!