What is better for the overall performance and feel of the game: one setInterval performing all the work, or many of them doing individual tasks?
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Bane
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Published on 2012-04-06T22:13:14Z
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2012/04/06
23:40 UTC
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This question is, I suppose, not limited to Javascript, but it is the language I use to create my game, so I'll use it as an example.
For now, I have structured my HTML5 game like this:
var fps = 60;
var game = new Game();
setInterval(game.update, 1000/fps);
And game.update
looks like this:
this.update = function()
{
this.parseInput();
this.logic();
this.physics();
this.draw();
}
This seems a bit inefficient, maybe I don't need to do all of those things at once. An obvious alternative would be to have more intervals performing individual tasks, but is it worth it?
var fps = 60;
var game = new Game();
setInterval(game.draw, 1000/fps);
setInterval(game.physics, 1000/a); //where "a" is some constant, performing the same function as "fps"
...
With which approach should I go and why? Is there a better alternative? Also, in case the second approach is the best, how frequently should I perform the tasks?
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