* draw_Count := counts this seconds draws
* last_Second := stores the time of the last second, used for ups and fps
*/
-int target_UPS = 250;
+int target_UPS = 100;
long int last_Block_Update;
float update_Sum = 0;
long int last_Second;
+float target_time_steps_per_second = 1000;
+float times;
+float time_steps_Count;
+
+
+// experiment with rolling averages
+float rUpdate = 100;
+float rDraw = 100;
+float rInput = 100;
+float rRun = 100;
+
+float num = 10;
+
+
/// ***** MAIN Method *****
int main()
{
/// ***** Private Methods *****
+float total = 0;
+
void run()
{
is_Running = true;
while(is_Running)
{
- blockUpdate();
- updateFPSCounters();
- draw();
+ long int time;
+
+ time = tickCountMicro();
+ blockUpdate();
+ updateFPSCounters();
+ draw();
+ time = tickCountMicro() - time;
+
+ rRun = (rRun * (num-1) + time) / num;
+
+ //cout << "total:\t" << total << endl;
+ //cout << "rR:\t" << rRun << endl;
+ //total = 0;
}
}
{
long int start = tickCountMicro();
+ //cout << "Block" << endl;
+
// Calculate the updates that should be run for the next draw
update_Sum += (start - last_Block_Update) / (1000000 / (float)target_UPS);
{
// Calculate a time step that spreads the updates out as much as possible
// used because really quick updates are nearly wasted
- float time_step = ((float)(start - last_Block_Update)) / iupdate_sum;
+ float time_step = ((float)(start - last_Block_Update)) / iupdate_sum / 1000;
// run the updates
for (int i = 1; i <= iupdate_sum; i++)
{
handleInput();
- update(time_step*i / 1000);
+ update(time_step);
}
// remove the updates that where run from the sum
update_Sum -= iupdate_sum;
{
ups = update_Count;
fps = draw_Count;
+ times = time_steps_Count;
update_Count = 0;
draw_Count = 0;
+ time_steps_Count = 0;
last_Second = tickCountMicro();
#ifdef FPSUPS
cout << "ups:\t" << ups << endl;
cout << "fps:\t" << fps << endl;
+ cout << "times:\t" << times << endl;
#endif
}
}
void handleInput()
{
- input::update();
+ long int time;
+
+ time = tickCountMicro();
+ input::update();
- game::handleInput();
+ game::handleInput();
- if(cfg::endGame())
- is_Running = false;
+ if(cfg::endGame())
+ is_Running = false;
+ time = tickCountMicro() - time;
+
+ rInput = (rInput*(num-1) + time) /num;
+
+ total += rInput;
}
void update(float time_step)
{
+ long int time;
+
update_Count++;
+ time_steps_Count += time_step;
+
+ time = tickCountMicro();
+ game::update(time_step);
+ time = tickCountMicro() - time;
+
+ rUpdate = (rUpdate * (num-1) + time) / num;
+
+ //cout << "ts:\t" << time_step << endl;
+ //cout << "ru:\t" << rUpdate << endl;
- game::update(time_step);
+ total += rUpdate;
}
void draw()
{
+ long int time;
+
draw_Count++;
- game::draw();
+ time = tickCountMicro();
+ game::draw();
+
+ SDL_GL_SwapBuffers();
+
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+// SDL_Delay(20);
+ time = tickCountMicro() - time;
+
+ rDraw = (rDraw*(num-1) + time) /num;
- SDL_GL_SwapBuffers();
+ //cout << "rd:\t" << rDraw << endl;
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ total += rDraw;
}