Jump to content
  • Advertisement


  • Content Count

  • Joined

  • Last visited

Community Reputation

124 Neutral

About Zereo

  • Rank
  1. Zereo

    Why do frame rate drop in games?

      There is a huge amount of factors that can slow down your performance in a game and it is very hard to catch all of them in a large sized project.   I liked something that the authors of "Game Engine Architecture" said on this subject. "Optimizing 10 percent of your code can give you a boost of 90 percent performance" or something like that (Can't remember the exact thing they said on the subject ;p). Basically what they were saying is if you optimize whatever code is taking the most time to run in your game you can increase your games performance by a huge factor.   So the best way in my mind to find out what you should optimize is to use a good profiler on your game and determine what functions or whatever are taking the most performance. Then start that the bottom (Whatever is clogging down your performance the most) and work your way upwards until you hit your desired performance. Just doing this on t he bottom 10% of your code can have a drastic improvement on your performance.   In my opinion there really is no use trying to optimize all your code to the maximum(Not to be read as you can do things inefficiently) because that would just increase the dev time way to much. Instead just use a profiler and determine where the worst offenders are and optimize them until you get your desired performance.
  2.   Thank you for the suggestion. I might actually do that, because when I was making my asteroids clone I used basic acc/vel and the movement was much smoother then what I have in my current project. So think I will hold off of other types of movements and stick to acceleration and velocity until I get a better handle on the concepts behind everything.   Thanks again everyone.
  3. Ahh I believe I get what you are saying. Basically I should be doing something like this (Correct me if I am wrong) player.x += dx * deltaTime player.y += dy * deltaTime If I am understanding the Pyglet library correctly and the concept, the dx and dy parameters hold how far the mouse has moved along the x and y axis I then multiply it by deltaTime which is how much time has past since the last frame update?   At least that is what I believe you are saying (Again I know almost no advanced maths, though I am trying to work on that).
  4. Hey everyone, so first post here though have been reading these forums for a while now. Anyways to my question. I am currently undertaking a little game to learn more about Python and (Pyglet/Cocos2D) for game development. It is going to be a simple vertical space shooter arcade game. It is going quite well and I am pleasantly surprised at how well Python handles stuff but I have run into a minor problem.   Currently I am handling my player movement with the mouse. When the mouse moves the player ship moves around the screen. Though when looking at it, it seems like when the ship is moving around the screen it is very "jerky" and the movement isn't very smooth like you see in most space shooters. I am struggling to figure out a way to fix this.   The way I am handling moving the sprite is with Pyglets on_mouse_motion function. def on_mouse_motion(x, y, dx, dy): X and Y are not used here since I have set mouse mouse exclusivity to my game window. So I am using dx and dy which sends how many pixels the mouse and moved since the last frame (Or however it samples it). So it basically looks something like this. def on_mouse_motion(self, x, y, dx, dy):     # Player is a created class that is inherited from pyglet.sprite.Sprite     # moveSpeed I believe is set to 0.15 or something around there     player.x += dx * player.moveSpeed     player.y += dy * player.moveSpeed I hope I'm not doing anything to stupid, because the movement is a bit jerky and not very smooth. So I was hoping maybe you guys had some ideas on what I could do to make the movement look better. Maybe use a animation for my player's sprite (I am using a single image right now)? Or I have seen some games create a fading trail behind the player ship, maybe this is to mask this jerky movement? I really don't know and am a bit of a loss on how to fix this (Math is definitively not my strong suit).   So any help would appreciated and thank you in advance. Also if you need any more source code or even the whole projects code just let me know. I would have attached it know but am at work and don't have access to it at the moment so just went off memory. And replies don't have to be in Python I am just using that because I am currently studying it but I can also implement any suggested fixes in C/C++ also.    
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!