I\'m working an making a game in SFML right now, but I am getting stuck on movement without a framerate limit. Right now the only way I have figured out how to get consisten
You should pass the time that has elapsed since the last frame to the object that needs to be drawn, and then calculate the space the object has to move, like this:
sf::Clock clock;
int speed = 300;
//Draw func that should be looped
void Draw()
{
sf::Time elapsedTime = clock.restart();
float tempSpeed = elapsedTime.asSeconds() * speed;
drawnObject.move(tempSpeed, 0);
drawnObject.draw(window);
}
This way, the 'drawnObject' will move 300 (pixels?) per second to the right regardless of the FPS
@Waty's answer is right, but you might want to use fixed time step.
Take a look at the SFML Game development book source code. Here's the interesting snippet:
const sf::Time Game::TimePerFrame = sf::seconds(1.f/60.f); // ... sf::Clock clock; sf::Time timeSinceLastUpdate = sf::Time::Zero; while (mWindow.isOpen()) { sf::Time elapsedTime = clock.restart(); timeSinceLastUpdate += elapsedTime; while (timeSinceLastUpdate > TimePerFrame) { timeSinceLastUpdate -= TimePerFrame; processEvents(); update(TimePerFrame); } updateStatistics(elapsedTime); render(); }