Spellcaster Studios

Make it happen…

60 FPS!

Tadam!

screen570

Found the issue with the frame rate… The game is running at a good framerate, but due to some old code, the frame rate got locked to 50 FPS, which in a normal monitor that refreshes at 60 Hz causes some jumps in the image…

“So, Covenant, you just had to change a variable to get it to 60FPS, right?”…

Nope… Doing so, exposed a more serious problem, namely the use everywhere of “timeGetTime()” to fetch the time of the system so I can do calculations… The precision of timeGetTime() is terrible, much worse than I expected… It took me some time to figure this one out, because adding logs was upsetting the measurements… I had to use a more precise timer and fix some parts of the code to get it working correctly, but the good news is that it now runs at 60 FPS, and there’s not much optimization to be done at this moment (since I still have about 6 ms to spare per-frame now)…

Now listening to “Hybrid Theory” by “Linkin Park”

Link of the Day: And more out-of-date Star Wars… Looks sweet!

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