C語言基礎--測試程式中實現對FPS的控制
阿新 • • 發佈:2019-01-28
const int FRAMES_PER_SECOND = 25; const int SKIP_TICKS = 1000 / FRAMES_PER_SECOND; DWORD next_game_tick = GetTickCount(); // GetTickCount() returns the current number of milliseconds // that have elapsed since the system was started int sleep_time = 0; bool game_is_running = true; while( game_is_running ) { update_game(); display_game(); next_game_tick += SKIP_TICKS; sleep_time = next_game_tick - GetTickCount(); if( sleep_time >= 0 ) { Sleep( sleep_time ); } else { // Shit, we are running behind! } }
測試程式需要模擬現實中幀的速率(FPS)。
這個問題常出現在game loop中。需要一種方法,在控制FPS的同時,避免CPU的消耗。
問題搜尋自 https://stackoverflow.com/questions/771206/how-do-i-cap-my-framerate-at-60-fps-in-java
答案中推薦網站 http://www.koonsolo.com/news/dewitters-gameloop/
以上程式碼即為引用的程式碼。
在cocos2d-x遊戲框架程式碼中,也有類似的方法,60fps
long myInterval = 1.0f/60.0f*1000.0f
static long getCurrentMillSecond() { long lLastTime; struct timeval stCurrentTime; gettimeofday(&stCurrentTime,NULL); lLastTime = stCurrentTime.tv_sec*1000+stCurrentTime.tv_usec*0.001; //millseconds return lLastTime; }
while (program_run)
{
lastTime = getCurrentMillSecond();
doSomething();
curTime = getCurrentMillSecond();
if (curTime - lastTime < myInterval)
{
usleep((myInterval - curTime + lastTime)*1000);
}
}