OpenGL lag problem

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N64vSNES
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Re: OpenGL lag problem

Post by N64vSNES »

X Abstract X wrote:
N64vSNES wrote:
X Abstract X wrote:
N64vSNES wrote:http://rapidshare.com/files/412705189/newbuild.zip
Ok so here is the new, I realised that my frame rate was fucked and was capping it wrong So try it know and also see if the is any diffrence when you use another openGL dll ( I doubt it'll make a diffrence but its worth a try )
It's still screwed. As far as I can tell, you didn't supply an OpenGL dll so it's been using the one in my win32 folder.
Well I've fixed it, its not exactly glut speed but its a hell of a lot faster, I gave it a newer openGL DLL and it runs with maps rendering at 30-40% CPU at 60 FPS however before it was at 50% (dual core) at about 30-40 FPS when maps were rendering :)
For me, it takes 7 seconds for mario to cross in the tiled area, 4.5 seconds to cross in the empty area. That is definitely not normal, even if the game renders at 20 FPS you probably want the simulation to run at a constant speed. If that bothers you, you could check out http://gafferongames.com/game-physics/f ... -timestep/ and work on decoupling the simulation speed from the rendering speed.

Yeah in the first build I sent you it was the lag that was causing that, and in the second build it was because I wasn't capping the frame rate correctly but thats fixed now.

It was because I was starting my timer in the wrong places

By the way I appreciate you're help ;)
:worship:
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