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Home/ Questions/Q 7832629
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Editorial Team
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Editorial Team
Asked: June 2, 20262026-06-02T12:19:30+00:00 2026-06-02T12:19:30+00:00

I’m writing a small game with Libgdx. I have aRender[OpenGL] thread that keeps calling

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I’m writing a small game with Libgdx.

I have aRender[OpenGL] thread that keeps calling render() on all objects and an
Update thread that keeps calling update(double delta) on all objects.

Update thread is looping way faster. Should I try to use some kind of synchronization so Update thread could rest for a bit ?
Would there be any benefits from it ?

Update

public void run() {
    while(true){
        nano = System.nanoTime();
        long delta = nano - timestamp;
        timestamp = nano;
        accumulator+=(double)delta/BILION;
        while(accumulator >= step){
            update(step);
            accumulator-=step;
        }
        long loc = (long) ((step -accumulator)*1000)+1;
        try {
            Thread.sleep(loc);
        } catch (InterruptedException e) {
            // TODO Auto-generated catch block
            e.printStackTrace();
        }

    }
}

I dont know if its a problem, but my current update is 2500-20000 fps. So Update speed is more than sufficient.

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  1. Editorial Team
    Editorial Team
    2026-06-02T12:19:35+00:00Added an answer on June 2, 2026 at 12:19 pm

    Your data Update and your Render should be independent and not synchronized.

    Your Update function should work at a speed that you determine will be the most user-friendly for the user.

    It should be independent from Render since the rendering rate may change due to the hardware used by the end-user.
    And for example you don’t want your “monster” to walk ten times faster on the last generation tablet so it would become unplayable.

    You should set your update rate to a constant you choose.
    Then maybe you’ll want your update rate to slow down a bit if the framerate is really slow.

    That’s my opinion hoper it’ll help.

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