game-loop | Rust crate that implements a frame-rate-independent game
kandi X-RAY | game-loop Summary
kandi X-RAY | game-loop Summary
A Rust crate that implements a frame-rate-independent game loop. The code is based on "Fix Your Timestep!", it's extremely lightweight and supports both native execution and compilation to wasm.
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Trending Discussions on game-loop
QUESTION
I tried to add jumping physics to my game but it is necessary that after the player jumps, the Jump-Key has to be disabled until the player lands again.
Now, there isn't any problem with the gravity, but if the player keeps holding K_UP he could fly forever and the he can fly in a paarabola as he should, so I need to disable jump until the character lands and the jump Loop loops out as expected.
I tried pygame.event.set_blocked(pygame.K_UP)
but when I jump the window crashes and there is an error code: "pygame.event.set_blocked(pygame.K_UP) ValueError: event type out of range".
As I couldn't find anything about this command expect that it exists I probablay did an mistake in the Game-Loop using .block(). Here is the Game-Loop
...ANSWER
Answered 2021-Apr-10 at 07:24pygame.event.set_blocked
cannot block a key, it can just block an event such as KEYDOWN
or KEYUP
.
Anyway, you don't have to "block" anything. Uses the Boolean state variable player_jump
instead:
QUESTION
I'm trying to make a chess game, and I've encountered a problem: I'm trying to update the display for every 'tick' by using pygame.Surface.fill(black_sc). But as a result, it seems I'm not able to draw anything on top of the now black screen:
...ANSWER
Answered 2021-Mar-05 at 11:07It's because s_draw_loop
is a class, not a function.
The drawing code inside s_draw_loop
is only executed once, before entering the game loop, when the python runtime reads the code of the class.
Calling s_draw_loop()
inside your game loop does actually nothing (except creating an useless instace of that class that does nothing).
Simply change
QUESTION
I made a rock-paper-scissors game using the pygame module in python. It runs perfectly well in the IDE(PyCharm) and the command prompt and everything works (including the cross button), but when I press the cross-button of the GUI window when the code is running in IDLE, the game crashes.
I don't get any error messages, but the game freezes after I press the cross button once; then I cant give any more inputs to the window, but the cross button still glows red when I hover over it, but if I press it again (2nd time), then the cross button stops glowing red and the game remains frozen.
This is the complete code. I commented on the part of the code which runs perfectly in cmd but doesn't run in IDLE (see just a few lines below the #Game-loop comment):-
...ANSWER
Answered 2020-Jul-02 at 07:38pygame FAQ has offered an solution for In IDLE why does the Pygame window not close correctly?. You need to add pygame.quit() at the end line of your code.
QUESTION
You can make an infinitely-lasting window pop-up using an infinite while loop in python:
...ANSWER
Answered 2020-Apr-29 at 11:02The window appears because you have not quit it and the while loop is infinite loop. As of that, the code runs until you are inside the while loop. also, try making a object move or some animations the you will notice that it will not get updated because the code is not inside the loop.
how the game works when we do it the correct way then? => your code is constantly getting updated inside the loop and the whole thing works. (like this is sample of a game)
QUESTION
I am trying to use the directx TK with visual studio. In the wiki, it shows the template option "Direct3D Win32 Game"; however, that is not available in my templates. I think that I have installed all of the required work loads.
...ANSWER
Answered 2020-Apr-16 at 03:52QUESTION
Imagine a cube with 4 thrusters on each face, like a small space-capsule. These collectively generate thrust in 12 directions (Forward, Backward, Left, Right, Up, Down, +Yaw, -Yaw, +Pitch, -Pitch, +Roll, -Roll)
Thrust for each direction is calculated and (should be) implemented each game-loop.
My rotations (Yaw, Pitch and Roll) work like a charm ... but I'm too stupid to integrate the linear thrust (generated local to object's orientation) into a single global translation for my object, while keeping (but slightly decaying) the accumulated velocity in every other direction.
Trouble is in the last couple of code-lines. Please help!
...ANSWER
Answered 2019-May-03 at 08:50After some digging, and asking around, I found a working solution:
QUESTION
I profiled my program, and found that changing from standard allocator to a custom one-frame allocator can remove my biggest bottleneck.
Here is a dummy snippet (coliru link):-
...ANSWER
Answered 2019-Apr-22 at 08:57Since you're aiming at performance, I imply that your classes would not manage the lifetime of allocator itself, and would simply use it's raw pointer. Also, since you're changing storage, copying is inevitable. In this case, all you need is to add a "parametrized copy constructor" to each class, e.g.:
QUESTION
I am looking for a solution on how to detect that my app started inside the pre-launch report. Long story short - I have a game which is already live on google play with unity ads inside and I want to release an update. If I will put my new version on google play it will be checked using pre-launch reports and will generate fake ads impressions. I can't disable ads via unity "operate dashboard" coz it will affect live version users. I don't want to disable pre-launch reposts either, they are very helpful.
So, I am looking for a solution, either code vise or general flow vise.
After a few days of searching the internet, I was able to find two potentials solutions, but neither of them is working.
Solution 1: using this documentation - Firebase and StackOwerflow answer, and this example Unity forum i have come up with this code:
...ANSWER
Answered 2019-Apr-15 at 07:17For someone who still looking for a solution.
The mistake was that I was reading android.provider.Settings$Global
, but this setting is stored in android.provider.Settings$System
So, as a result, this is the correct and working code:
QUESTION
I am looking for ideas regarding an optimal/minimal structure for the inner render loop in Dart 2, for a 2d game (if that part matters).
Clarification / Explanation: Every framework / language has an efficient way to: 1) Deal with time. 2) Render to the screen (via memory, a canvas, an image, or whatever).
For an example, here is someone that answered this for the C# language. Being new to Flutter / Dart, my first attempt (below), is failing to work and as of right now, I can not tell where the problem is.
I have searched high and low without finding any help on this, so if you can assist, you have my eternal gratitude.
There is a post on Reddit by ‘byu/inu-no-policemen’ (a bit old). I used this to start. I suspect that it is crushing the garbage collector or leaking memory.
This is what I have so far, but it crashes pretty quickly (at least in the debugger):
...ANSWER
Answered 2018-Dec-26 at 23:22Well, after a month of beating my face against this, I finally figured out the right question and that got me to this: Flutter Layers / Raw
QUESTION
I have a basic fixed time-step game-loop that looks like
...ANSWER
Answered 2018-Feb-19 at 20:26even if windows guarantees that the granularity of Sleep is 1ms at least
There is no such guarantee. Instead the actual time is rounded to nearest (ceil) system clock interval.
If dwMilliseconds is greater than one tick but less than two, the wait can be anywhere between one and two ticks, and so on.
Normally in games you do your stuff on animation frame events - either on explicit VSync events or "uncommitted WM_PAINT"s - WM_PAINT event handler that does not call BeginPaint/EndPaint()
on Windows. All that depends on your platform.
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