Ive been learning about the different methods in java to control game speed, otherwise calculated as FPS, UPS, or time in milli or nanoseconds between passes through code. These methods are the swing, util, J3D, and custom timers. The problem I see is that they use the computer's clock in combination with the runtime queue, so the time between passes is consistently variable. This happens because of the individual computer's speed. So the obvious solution is to force the program to update at minimum and maximum intervals of time. While I'm researching this, let's just say between 2 and 20 milliseconds per update.
No comments:
Post a Comment