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Home/ Questions/Q 626931
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Editorial Team
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Editorial Team
Asked: May 13, 20262026-05-13T19:28:22+00:00 2026-05-13T19:28:22+00:00

I’m creating a 2D game using OpenGL and C++. I want it so that

  • 0

I’m creating a 2D game using OpenGL and C++.

I want it so that the game runs at the same speed on different computers, At the moment my game runs faster on my desktop than my laptop (i.e. my player moves faster on my desktop)

I was told about QueryPerformanceCounter() but I don’t know how to use this.

how do I use that or is there a better/easier way?

My Display function

void display()                                  
{
static long timestamp = clock();
// First frame will have zero delta, but this is just an example.
float delta = (float)(clock() - timestamp) / CLOCKS_PER_SEC;

glClear(GL_COLOR_BUFFER_BIT);

glLoadIdentity();

createBackground();

int curSpeed = (player.getVelocity()/player.getMaxSpeed())*100;

glColor3f(1.0,0.0,0.0);
glRasterPos2i(-screenWidth+20,screenHeight-50);
glPrint("Speed: %i",curSpeed);

glRasterPos2i(screenWidth-200,screenHeight-50);
glPrint("Lives: %i",lives);

glRasterPos2i(screenWidth-800,screenHeight-50);
glPrint("Heading: %f",player.getHeading());

for(int i = 0;i<90;i++){
    if (numBullets[i].fireStatus == true){
        numBullets[i].updatePosition(player);
        if (numBullets[i].getXPos() > screenWidth || numBullets[i].getXPos() < -screenWidth || numBullets[i].getYPos() > screenHeight || numBullets[i].getYPos() < -screenHeight ){
            numBullets[i].fireStatus = false;
            numBullets[i].reset(player);
            numBullets[i].~Bullet();
        }
    }
}

player.updatePosition(playerTex,delta);

glFlush();

timestamp = clock();

}

My Update positiom method

void Player::updatePosition(GLuint playerTex, float factor){
//draw triangle
glPushMatrix();

glEnable(GL_TEXTURE_2D);    
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, playerTex);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

glTranslatef(factor*XPos, factor*YPos, 0.0);
glRotatef(heading, 0,0,1);
glColor3f(1.0,0.0,0.0);
    glBegin(GL_POLYGON);
        glTexCoord2f(0.0, 1.0); glVertex2f(-40,40);
        glTexCoord2f(0.0, 0.0); glVertex2f(-40,-40);
        glTexCoord2f(1.0, 0.0); glVertex2f(40,-40);
        glTexCoord2f(1.0, 1.0); glVertex2f(40,40);
    glEnd();

glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glPopMatrix();

XPos += speed*cos((90+heading)*(PI/180.0f));
YPos += speed*sin((90+heading)*(PI/180.0f));
}
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-13T19:28:23+00:00Added an answer on May 13, 2026 at 7:28 pm

    As a rule, you want to do all gameplay calculations based on a time delta, i.e. the amount of time that has passed since the last frame. This will standardize speed on all machines. Unless you want extreme precision, you can use clock() (from <ctime>) to get the current timestamp.

    Example:

    void main_loop() {
       static long timestamp = clock();
       // First frame will have zero delta, but this is just an example.
       float delta = (float)(clock() - timestamp) / CLOCKS_PER_SEC;
    
       calculate_physics(delta);
       render();
    
       timestamp = clock();
    }
    
    void calculate_physics(float delta) {
       // Calculate expected displacement per second.
       applyDisplacement(displacement * delta);
    }
    
    void render() {
       // Do rendering.
    }
    

    EDIT: If you want higher precision, you should use your OS timer features. On Windows, the most precise method is using QueryPerformanceCounter(). Example

    #include <windows.h>
    
    void main_loop(double delta) {
      // ...
    }
    
    int main() {
      LARGE_INTEGER freq, last, current;
      double delta;
      QueryPerformanceFrequency(&freq);
    
      QueryPerformanceCounter(&last);
      while (1) {
        QueryPerformanceCounter(&current);
        delta = (double)(current.QuadPart - last.QuadPart) / (double)freq.QuadPart;
    
        main_loop(delta);
    
        last = current;
      }
    }
    
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