• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
najmuddin

Blits per second

3 posts in this topic

Greetings!

Before anything I must say excuse me for my english, I'm trying to do my best :).

I'm developing my first game in C++ using SDL. I blit all of the surfaces into one I call buffer and then I blit that one into the screen (as I used to do when I used Allegro). I'm not using delays, I just control the time in which each object is rendered but anyway, even if nothing has changed, the whole surfaces are blitted into the screen at every cycle of the game. My questions are:

1- Should I avoid blitting if nothing has changed?
2- What could be the consequences of that if the V-Sync is disabled and the game is running al high FPS?

Thank you !
0

Share this post


Link to post
Share on other sites

You should cap renderer refresh rate at the monitor refresh rate, typically 60 fps.  This doesn't mean that you limit the number of game cycles to 60 hz, only the blitting.  As long as you keep it lined up at monitor refresh rate, it is okay to disable v-sync.  Otherwise v-sync might be needed on slower systems.  When the program is refreshing every say half second and there is no v-sync, this will result in tearing artifacts or partially drawn passes in cases of high fps.

 

Now if nothing changes, simply copy your last output and refresh. Sometimes it is best to draw to another target like a texture or surface(aka software renderer), then blit that until something changes.

1

Share this post


Link to post
Share on other sites

Thank you... 

 

So. if I want to do it could I do something like this:

 

int timerA = GetTime();   // GetTime returns miliseconds after the code started
int timerB;

while(!Esc())
{
  timerB = GetTime();

  if((TimerB - TimerA) >= 16)  // 16 is the aproximation to 1000 milisecs. / 60.
  {
    blit(buffer, screen);
    timerA = GetTime();
  }
}

 

 

Is there a better way to set the blitting at 60Hz (without using that aproximate value)? 

0

Share this post


Link to post
Share on other sites

Abstract away.  Personaly now that I think about it, as long as you don't blit more than the monitor refresh rate you don't need to worry about this. This should only be implimented to slow down a fast program, v-sync can be used in place of it if you want. In the cases of slow programs just let er rip and use delta time to calculate movements based on time, rather than frame number.

class TimeDif(){
     long range = 16;
     long lastTime = GetTime();

     bool getDif(){
          long dif = GetTime() - lastTime;

          if(dif >= range){
               lastTime = GetTime();
               return true;
          }

          return false;
     }

}
Edited by kd7tck
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0