Tagged Questions
3
votes
2answers
265 views
How do I calculate consistent frame timings at 60fps?
I'm writing an HTML canvas game that uses requestAnimationFrame and therefore runs at 60fps, although this is more of a question about failing arithmetic than about JavaScript.
If I measure the time ...
0
votes
0answers
215 views
Am I doing this node.js game loop wrong?
I have 2 arrays of JSON objects, actions and game objects.
At any time a user can make a request from the client which can add an action to the actions array.
I have a setInterval(function(){ }, ...
2
votes
0answers
505 views
HTML5/JS - Choppy Game Loop
I have been experimenting with HTML5/JS, trying to create a simple game when I hit a wall. My choice of game loop is too choppy to be actually of any use in a game.
I'm trying for a fixed time step ...
1
vote
1answer
481 views
javascript game loop and game update design
There is a main game loop in my program, which calls game update every frame. However, to make better animation and better control, there is a need to implement a function like updateEveryNFrames(n, ...
1
vote
1answer
414 views
User input in game loop
I am building a simple multi-player fly-around-a-3D-world game in Javascript/webGL/websocket (Chrome, Firefox mostly).
How should I handle and process user input?
My preliminary design (untested) is ...
4
votes
2answers
283 views
What would be the problems with using a singleton design pattern for my engine?
I'm desiging an HTML5 2D game engine in Javascript, and currently, I use the singleton pattern.
There is only one global object in the namespace called simply Engine. All other objects are ...
4
votes
2answers
201 views
JS: Should I have an upper limit to the number of update cycles per sec?
I'm making a javascript game engine for fun and one thing I noticed was that my laptop runs super hot with the simplest game mechanics and that my game is doing about 600 updates per second.
The ...