game-loop | Rust crate that implements a frame-rate-independent game

 by   tuzz Rust Version: 0.10.1 License: No License

kandi X-RAY | game-loop Summary

kandi X-RAY | game-loop Summary

game-loop is a Rust library typically used in Binary Executable Format applications. game-loop has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

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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              game-loop has a low active ecosystem.
              It has 84 star(s) with 15 fork(s). There are 3 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 4 have been closed. On average issues are closed in 62 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of game-loop is 0.10.1

            kandi-Quality Quality

              game-loop has no bugs reported.

            kandi-Security Security

              game-loop has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              game-loop does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              game-loop releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            game-loop Key Features

            No Key Features are available at this moment for game-loop.

            game-loop Examples and Code Snippets

            No Code Snippets are available at this moment for game-loop.

            Community Discussions

            QUESTION

            Pygame- Disabling a Key with pygame.event.set_blocked() crashes window and returns error
            Asked 2021-Apr-10 at 07:26

            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 07:24

            pygame.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:

            Source https://stackoverflow.com/questions/67031751

            QUESTION

            Pygame: Can't draw anythin on screen after "pygame.Surface.fill()"
            Asked 2021-Mar-05 at 11:07

            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 11:07

            It'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

            Source https://stackoverflow.com/questions/66491250

            QUESTION

            My python file works perfectly in cmd, but doesn't work in IDLE
            Asked 2020-Jul-02 at 07:38

            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 07:38

            pygame 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.

            Source https://stackoverflow.com/questions/62651326

            QUESTION

            Understanding infinite while-loops in python
            Asked 2020-Apr-30 at 08:57

            You can make an infinitely-lasting window pop-up using an infinite while loop in python:

            ...

            ANSWER

            Answered 2020-Apr-29 at 11:02

            The 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)

            Source https://stackoverflow.com/questions/61500051

            QUESTION

            Direct3D Win32 Game Template not Showing up in VS 2019
            Asked 2020-Apr-18 at 18:12

            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 03:52

            Direct3D Win32 Game is not part of Visual Studio. The Visual Studio UWP workload it does include "DirectX 11 Game" for UWP.

            You get "Direct3D WIn32 Game" by installing the VSIX from GitHub. There are install links here.

            Source https://stackoverflow.com/questions/61242079

            QUESTION

            3D submarine propelled by 'thrusters' without physics ... Local oriented thrust to global movement?
            Asked 2019-May-03 at 08:50

            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 08:50

            After some digging, and asking around, I found a working solution:

            Source https://stackoverflow.com/questions/55927583

            QUESTION

            switching to another different custom allocator -> propagate to member fields
            Asked 2019-May-01 at 18:31

            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 08:57

            Since 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.:

            Source https://stackoverflow.com/questions/55449826

            QUESTION

            Detect Google Play pre-launch report in Unity
            Asked 2019-Apr-24 at 18:29

            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 07:17

            For 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:

            Source https://stackoverflow.com/questions/55626837

            QUESTION

            What is the optimal render loop in Dart 2?
            Asked 2018-Dec-26 at 23:22

            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 23:22

            Well, 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

            Source https://stackoverflow.com/questions/53841546

            QUESTION

            Win32 Sleep() accuracy in game loop
            Asked 2018-Feb-19 at 20:26

            I have a basic fixed time-step game-loop that looks like

            ...

            ANSWER

            Answered 2018-Feb-19 at 20:26

            even 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.

            MSDN

            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.

            Source https://stackoverflow.com/questions/48873395

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install game-loop

            You can download it from GitHub.
            Rust is installed and managed by the rustup tool. Rust has a 6-week rapid release process and supports a great number of platforms, so there are many builds of Rust available at any time. Please refer rust-lang.org for more information.

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