Limiting game loop to exactly 60 tics per second (Android / Java)

Posted by user22241 on Game Development See other posts from Game Development or by user22241
Published on 2014-06-02T09:27:57Z Indexed on 2014/06/02 9:54 UTC
Read the original article Hit count: 393

Filed under:
|
|
|
|

So I'm having terrible problems with stuttering sprites. My rendering and logic takes less than a game tic (16.6667ms) However, although my game loop runs most of the time at 60 ticks per second, it sometimes goes up to 61 - when this happens, the sprites stutter.

Currently, my variables used are:

//Game updates per second
final int ticksPerSecond = 60;
//Amount of time each update should take        
final int skipTicks = (1000 / ticksPerSecond);

This is my current game loop

@Override
public void onDrawFrame(GL10 gl) {

    // TODO Auto-generated method stub
    //This method will run continuously
    //You should call both 'render' and 'update' methods from here
    //Set curTime initial value if '0'

    //Set/Re-set loop back to 0 to start counting again
    loops=0;

    while(System.currentTimeMillis() > nextGameTick && loops < maxFrameskip){

        SceneManager.getInstance().getCurrentScene().updateLogic();

                    //Time correction to compensate for the missing .6667ms when using int values

        nextGameTick+=skipTicks;
        timeCorrection += (1000d/ticksPerSecond) % 1;
        nextGameTick+=timeCorrection;
        timeCorrection %=1;

                    //Increase loops
        loops++;            

    }

    render();   
}

I realise that my skipTicks is an int and therefore will come out as 16 rather that 16.6667 However, I tried changing it (and ticksPerSecond) to Longs but got the same problem).

I also tried to change the timer used to Nanotime and skiptics to 1000000000/ticksPerSecond, but everything just ran at about 300 ticks per seconds.

All I'm attempting to do is to limit my game loop to 60 - what is the best way to guarantee that my game updates never happen at more than 60 times a second?

Please note, I do realise that very very old devices might not be able to handle 60 although I really don't expect this to happen - I've tested it on the lowest device I have and it easily achieves 60 tics. So I'm not worried about a device not being able to handle the 60 ticks per second, but rather need to limit it - any help would be appreciated.

© Game Development or respective owner

Related posts about java

Related posts about android