The timer tag has no wiki summary.
-1
votes
1answer
36 views
On occasion game fails to catch end of screen transitions [closed]
When the player hits the edge of a screen the old screen slides down, and the new screen slides in with them landing on the opposite side from where the transition started. On occasion the bottom of ...
5
votes
2answers
295 views
Java 2D game programming: Different approaches to make a game loop
I am new to Java game programming, but the more I read the more I'm confused, because I've seen several different approaches to make a game loop:
1. The standard approach, that uses the Timer class ...
1
vote
1answer
72 views
Can't call method out of a timer. Why? [closed]
I have another problem i can't solve by myselve.
My situation:
I have four FrameLayouts in LinearLayouts.
I color them, set Layout hight and width at wrap content and just change the minwidth to ...
-1
votes
1answer
84 views
GameTimer too fast, Objects staying intersected and rand not returning value inbetweem min and max [closed]
So I'm developing a game called PongBreakout in c++ using a game engine i got from uni (when i was there..)
I've got a few problems with my game that i'm struggling to fix and need some help to figure ...
2
votes
2answers
147 views
Lockstep Game Loop
I have an XNA game using a basic lockstep update loop.
The client sends all commands to the server,
and updates only if it has received the next turn's commands from the server.
When does a turn end? ...
4
votes
2answers
288 views
C++/OpenGL Game - How to Make it Compatible with Screen Recorders?
I'm developing a 3D tower defense-like game in C++/OpenGL on Windows.
The problem I'm having isn't about the game itself (the game runs fine), but it's about using screen recording software to record ...
0
votes
2answers
118 views
Using timer to reverse enemy movement in Flash game made with Flixel
I am creating a 2d flash game using Flixel 2.5 in Flash Builder. I am trying to reverse enemy movement on an interval so that they will move back and forth over a set space. I felt that a timer would ...
1
vote
1answer
116 views
C++ Using clock() with IsKeyDown
I am trying to replicate the game Asteroids as a class project. I am having trouble measuring the time elapsed while the "W" key is pressed.
This code is supposed to increase the force applied to the ...
2
votes
1answer
84 views
Could the delta frame time be negative?
I'm following a tutorial about the time management and, the tutorial shows this function:
double GetFrameTime()
{
LARGE_INTEGER currentTime;
__int64 tickCount;
...
1
vote
5answers
488 views
Game Timer In C++
I need to be able to find out how many milliseconds since that last update. Is there any way I can find it out with time rather then a thread that counts like I did below?
#include <iostream>
...
-1
votes
1answer
310 views
Animation Trouble with Java Swing Timer - Also, JFrame Will Not Exit_On_Close [closed]
So, I am using a Java Swing Timer because putting the animation code in a run() method of a Thread subclass caused an insane amount of flickering that is really a terrible experience for any video ...
-2
votes
3answers
237 views
How to rotate to a target position over time
I know how to do rotations to vectors, but how do I rotate over time?
For instance say I made a function
RotateTo(vec2 iPosition, float iTime);
so it rotates to iPosition over iTime - how would ...
0
votes
3answers
638 views
How can I make a C++ countdown timer that doesn't freeze user input?
I'm planning to use the Sleep() function to implement a countdown timer. But this freezes the input of the user at the same time. Thus I wanted to ask if it is possible to have the countdown still ...
2
votes
1answer
61 views
How to apply effects that occur (or change) over time to characters in a game?
So assume that I have a system that applies Effects to Characters like so:
public class Character {
private Collection<Effect> _effects;
public void AddEffect (Effect e) {
...
1
vote
1answer
191 views
random spike in delta time
The title pretty much sums it up. I'm using delta time to move my objects and every few seconds the delta time will spike and all the objects will jump forward. Should I just Interpolate the delta ...