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# Nanoha

Member Since 26 Feb 2009
Offline Last Active Today, 01:09 AM

### In Topic: Do you usually prefix your classes with the letter 'C' or something e...

Today, 01:09 AM

I don't prefix classes. I can't say it doesn't help since I don't do it to know but I don't feel like I'm hindered from lack of doing it.

### In Topic: Confused About Frames Per Second

22 May 2016 - 02:34 PM

I honestly am not totally understanding the logic of that code.  I would instead just use the deltaTime and do a formula to get the FPS than to actually count frames.  It should just be a simple division.  You need to get the deltaTime in either seconds(likely 0.xxxx) or in miliseconds.  Then use either 1 second or 1000 milliseconds and divide by the deltaTime.  That gives you how many "deltaTime" there is in a second, which happends to be frames per second.  Now, you may want to add on some "smoothing" and/or averaging things out, but that gets you started.

Also, I would pay attention, maybe more attention, to the deltaTime itself.  Some people find it easier to understand the numbers with that, because it is directly saying how many MS the frames are taking, so it is more direct.

Thanks, this is good advice, however I don't think it really clears up my confusion. Even after making this change I'm still getting the same results. My deltaTimes are typically ~.001 seconds so when I divide 1.0 by ~.001 I'm still getting around 1000 FPS. Why is this so far off from the 60FPS I hear is the norm, and why, when it drops to anything lower than 400FPS, is it drastically lagging?

1,000 fps isn't unusual, don't think you have done it wrong just because you are getting significantly more fps than 60. If you have AAA quality graphics going on and you are getting 1,000 fps then chances are you are doing something wrong but if your scene is very basic then you will probably have high fps.

This bit looks odd:

// Count the number of frames displayed each second.
if (fpsTimeCount_ > 1.0f)
{
fps_ = fpsFrameCount_;
fpsFrameCount_ = 0;
fpsTimeCount_ = 0.0f;
}

What happens if for one frame deltaTime is 5 seconds? that would make fpsTimecount >5 and suddenly your fps is showing as 5 times or more than it actually is. Just make sure you account for that extra time:

fps_ = fpsFrameCount_ / fpsTimeCount_;

It's all in the name, frames(fpsFrameCount_) per(/) second(fpsTimeCount_).

### In Topic: Almost finished game - needs fresh eyes

18 May 2016 - 04:36 AM

I like that distortion effects you have going on. I think the screen shake needs to be toned down a little. At the start of the video the screens hake is fine but towards the end when the enemy ship is blown up it's quite extreme.

### In Topic: Best gaming platform in the future with marketing perspective.

16 May 2016 - 06:16 AM

Personally I am very much thinking of making something for VR. I have a Vive and think it is awesome. Right now it seems people are snapping up anything and everything and competition is low. I expect that to change by the time I actually have anything worth selling (if ever..) but right now it looks like a good direction and it's certainly very interesting. There are already a few holes in the available games that could be filled by a small team with a low budget. The other hole is of course AAA story driven games.

As Alberth points out, 15 years is a long time but I'm sure it'll involve a lot of VR. Personally I would go with what interests you.

### In Topic: Good site/program for making your own graphs over time?

11 May 2016 - 02:50 PM

Nanohah: Can I create a graph like in my picture example where the x axis has the date and I can just add in new numbers on those dates and it will save it? It does not need to be online.

Buster2000: It sounds complicated to deal with an API for this, I need to also make a webpage to use it?

What I am looking for is very basic in my eyes, just some chart where I can create items and then insert numbers for specific dates and it should show them up at those dates, and I can look at it over the week, month or year etc and also toggle individual items on or off to hide and show them in the graph.

You can create a graph like in the image you showed using OpenOffice Calc (free). You can do it so you can add more entries later but that will require either you to know in advanced how many more entries you will have or a little bit of effort each time you add new entries (it's very little effort but it's more than just typing in a few new numbers). I should add that toggling items on and off is not very trivial with OpenOffice though, I can't see how to do it at all short of making a new graph.

You are asking for quite a flexible and user friendly thing where you can just add data on the fly and have it rebuild itself and I am sure there is something like that out there. This does the job: https://nces.ed.gov/nceskids/createagraph/default.aspx? It mentions saving so you could maintain something on there if it's just a personal thing and modifying seems simple enough. It doesn't seem to let you hide series though.

A few years ago I made an app and needed quite a dynamic graph, I think I used this: http://www.android-graphview.org. It is Android so that limits it depending on your needs but I remember it being quite easy to use. The graphs look good and since it's programmable you can have it do pretty much anything you want.

It's unclear from your post if you just want one specific graph that you can do yourself or if you want a more general solution that you intend to use somewhere or even if you want the graph to be in some other project. For your own personal graph, for your own interest I would just use something basic like Office/Open Office or the equivalent depending on your OS/device.

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