Just looking on resources that break down how frames per second work. I know it has something to do with keeping track of Ticks and figure out how many ticks occured between each frame. But I never ran into any resources on why exactly you have to use the methods you use in order to get a smooth frame work. I am trying to get a thourough understanding of this. Can any explain or provide any good resources ? Thanks
Share
There are basically two approaches.
In ActionScript (and many other engines), you request the player to call a certain function at a certain framerate. For Flash games, you’ll set the framerate to be 30 FPS, and then you’ll implement a function that listens for ENTER_FRAME events to do what you need to do. This means you get roughly 33 ms per frame (1000ms/30FPS=33.33ms/frame). If your code that responds to ENTER_FRAME takes more than 33 ms, you’ll get some stuttering.
In home-rolled main loops (like you’d generally do in C++/SDL, for example), you run the main loop as fast as possible. This means the time between each frame will be variable. You still need to keep the “guts” of your frame code less than 33 ms to make sure you’ll get at least 30 FPS, but your game will run faster than 30 FPS if not a lot’s going on. To account for this, you need to program all your logic in terms of elapsed time since last frame, and abandon using frames themselves as a unit of time.