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Member Since 04 Dec 2012
Offline Last Active Jul 25 2013 03:52 AM

Topics I've Started

is threre no way to regulate 'buzzing frames' without 'delta time'?

08 December 2012 - 10:33 PM

hi. i wrote that question a few days ago.


thanks for all the person answers my question,

however, there is no way to regulate 'buzzing frames' without 'delta time'?

because, i want that if the framerate is low, game processing (ex. bullet moving) is have to slowed.

in my game, when Start Game Screen Surface with SDL_FULLSCREEN | SDL_SWSURFACE, 'sprite buzzing' occured.

however, SDL_FULLSCREEN | SDL_HWSURFACE, | SDL_DOUBLEBUF 'sprite buzzing' problems are solved.

but, there are two problems about SDL_FULLSCREEN | SDL_HWSURFACE, | SDL_DOUBLEBUF.

first. SDL_HWSURFACE | SDL_DOUBLEBUF mode are not applied when Window mode.

second, Alpha Blending is very slow when SDL_FULLSCREEN | SDL_HWSURFACE, | SDL_DOUBLEBUF.

so, my question is..

1. is there no way to regulate 'buzzing frames' without 'delta time'?

2. how to enable 'SDL_HWSURFACE | SDL_DOUBLEBUF' in window mode?

3. why the alpha blendings are slowed when 'SDL_HWSURFACE | SDL_DOUBLEBUF' are enabled?? how to solve this??

my development environment is ms windows 7, ms visual studio 2010,
sdl 1.2 and 'sdl_putenv(sdl_videodriver=directx)'

Sprite Movings are Buzzing.

04 December 2012 - 08:22 PM

i am making shoot them up game.

however, bullets are buzzing.

bullet moving is not smooth.

My Develop Environment is MS Visual Studio 2010, Windows 7 and SDL 1.2

below is pseudo-code of my bullet moving logic.
process the code every frame.

double x;

double y;

double Speed;

//speed(angle) addition per frame. (addition may be 0.0 if unneccerary)

double speed_acc;
double angle_acc;
double Radian = abs(Angle - 360.0) * (PI / 180.0);

x = x + (Speed * Cos (Radian));

y = y + (Speed * Sin(Radian));

Speed = Speed + speed_acc;

Angle = Angle + angle_acc;

please help me.. and thank you for reading my question!