Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 447419
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 12, 20262026-05-12T21:34:07+00:00 2026-05-12T21:34:07+00:00

My game uses a d = vt calculation for movement of objects where t

  • 0

My game uses a d = vt calculation for movement of objects where t is the time since the last frame (one frame per loop).

I’m using SDL and the gist of the timing calculation is that I create an instance of a Timer class and start it. I call GetSeconds() when it’s needed which returns the difference between when the timer was started and the current time (divided by 1000 because everything is in milliseconds).

Ex:

return (SDL_GetTicks() - m_StartingTicks) / MILLISECONDS_PER_SECOND;

After each loop the timer is reset. I.e. m_StartingTicks = SDL_GetTicks() However, I recently changed this so that it’s only reset if m_StartingTicks is < SDL_GetTicks, but it didn’t fix the problem.

This was all hunky dory until I recently wrote a game engine to handle different game states and various other things which are used in my main game loop. This seriously improved performance, but unfortunately each iteration of the game loop is now occuring in less than 1 millisecond so when I pass GetSeconds(), 0 is returned and things on the screen don’t move.

The easiest way to handle this is a simple kludge where if SDL_GetTicks() - m_StartingTicks) == 0 I change it to a 1 (as in 1 millisecond instead of 0). I don’t really like this though, and I’d like to hear any suggestions, fixes, improvements, etc.

If you need more info I’d be happy to offer it.

  • 1 1 Answer
  • 1 View
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-12T21:34:07+00:00Added an answer on May 12, 2026 at 9:34 pm

    If you’re running at 60Hz, then each frame should be roughly 16ms. Sounds like you have disabled vertical sync?

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I'm working on a project in C# w/ XNA, and I want to reorganize
I want the messagebox to only show if the number is equal to 0.

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.