frame-rate

Purposely slowing down FPS Spritekit

元气小坏坏 提交于 2020-01-01 16:37:14
问题 Is it possible to purposely slow down the SpriteKit scene's FPS? I was thinking if this is possible to make debugging of my game easier. 回答1: You can do something like this as well (as an addition to crashoverride777's answer) by slowing down nodes or physics: To make nodes going into slow-mo (you can do this per node): self.speed = 0.2 //where self is a scene or to do the same with physics: self.physicsWorld.speed = 0.2 //where self is a scene 回答2: You can change the FPS value of your SKView

FPS testing in android application

时光怂恿深爱的人放手 提交于 2020-01-01 02:35:11
问题 How can an android application developer test FPS (Frames per second) for their application? I'm talking about general application, not game. It can be on emulator or phone. I've been looking for this but have not found a way. It would be great, if any developer can shed light on this. 回答1: As mention by Guykun and kcoppock, if you are only using the View widgets or Canvas you normally don't look for FPS to determine visual performance. As you don't mention what you are doing other than 'not

clock() accuracy

 ̄綄美尐妖づ 提交于 2019-12-31 05:04:09
问题 I have seen many posts about using the clock() function to determine the amount of elapsed time in a program with code looking something like: start_time = clock(); //code to be timed . . . end_time = clock(); elapsed_time = (end_time - start_time) / CLOCKS_PER_SEC; The value of CLOCKS_PER_SEC is almost surely not the actual number of clock ticks per second so I am a bit wary of the result. Without worrying about threading and I/O, is the output of the clock() function being scaled in some

clock() accuracy

送分小仙女□ 提交于 2019-12-31 05:03:08
问题 I have seen many posts about using the clock() function to determine the amount of elapsed time in a program with code looking something like: start_time = clock(); //code to be timed . . . end_time = clock(); elapsed_time = (end_time - start_time) / CLOCKS_PER_SEC; The value of CLOCKS_PER_SEC is almost surely not the actual number of clock ticks per second so I am a bit wary of the result. Without worrying about threading and I/O, is the output of the clock() function being scaled in some

How do I make a JavaScript animation play at the same speed on all browsers on all systems?

荒凉一梦 提交于 2019-12-30 06:41:06
问题 I have a function that calculates the next frame in an animation of various objects moving in both X and Y axis [ I call it frameRender() ] and a function that applies that resulting frame to the objects [ I call that frameDisplay() ]. The objects don't just move from point A to B, they move constantly, always receiving new target coords. I use a setInterval() with a 1000/frameRate interval but that doesn't seem to work at all as browsers don't have accurate timings. The question is: How can

Why are touch events destroying my Android framerate?

拈花ヽ惹草 提交于 2019-12-29 21:19:21
问题 I'm developing a game for Android. It's got a lot going on but is running reasonably smoothly. That is, of course, until the user touches the screen. While they're touching it, onTouchEvent is called (with action = ACTION_MOVE , x = 0 and y = 0 ) roughly once every ten milliseconds at what appears to be a fairly high priority, as it absolutely obliterates the framerate. As soon as the touch ends the framerate returns to its nice state. I've tried having onTouchEvent handle input for the game

Huge FPS drop when PictureBox have an Image - Is there a way to improve the FPS of this WinForm code sample?

岁酱吖の 提交于 2019-12-25 05:32:18
问题 I'm looking for the fastest way to refresh an image (and draw some shapes) on a Winform. I'm using a PictureBox now, but I'm open for suggestions. The way I'm getting the max FPS possible I took from here: "My last post on render loops (hopefully)" This is a game loop pattern, but it can also be used to other purpose, like to display live images acquired from a camera. I'm drawing a red circle in different positions. As you can see, the FPS drops a lot when a Bitmap is loaded at the

Addition of output file for renaming video batch

我们两清 提交于 2019-12-24 13:27:36
问题 With thanks to David Ruhmann, yesterday I got my batch file working for renaming videos: @echo off setlocal EnableExtensions EnableDelayedExpansion :: Create Empty Folder rd /Q "%Temp%\Temp" 2>nul & mkdir "%Temp%\Temp" :: Loop through Folders pushd "xPath=c:\processing" for /d %%D in (*) do call :Process "%%~fD" popd goto End :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: :Process <Parent> :: Folder Name set "xFolder=%~nx1" :: Set Sub Folder if not exist "%~1

How to use requestAnimationFrame in mousemove event?

China☆狼群 提交于 2019-12-24 12:32:16
问题 In my SVG based web application, a user can select a large number of shapes (even 800 or more) & move them about on the screen, which as one can imagine severely impacts the framerate. After reading the merits of requestAnimationFrame , I have been working since yesterday trying to incorporate it into my mousemove function, with the hope that by using a combination of throttling & requestAnimationFrame , I can get to a smooth framerate. Here is the jsFiddle in which I am moving 600 svg shapes

std::this_thread::sleep_for sleeps for too long

纵饮孤独 提交于 2019-12-23 20:26:12
问题 Can anyone tell what the problem with following example is? It produces 65 instead of 300 frames per second. #define WIN32_LEAN_AND_MEAN #include <Windows.h> #include <Thread> #include <Chrono> #include <String> int main(int argc, const char* argv[]) { using namespace std::chrono_literals; constexpr unsigned short FPS_Limit = 300; std::chrono::duration<double, std::ratio<1, FPS_Limit>> FrameDelay = std::chrono::duration<double, std::ratio<1, FPS_Limit>>(1.0f); unsigned int FPS = 0; std: