Reputation: 8818
I'm trying to keep my game at 60fps, but I'm getting strange results from my code like "2-8000 fps" Why isn't this staying at 60?
public void run(boolean fullscreen) {
this.fullscreen = fullscreen;
try {
long lastFrame = 0;
long frames = 0;
init();
while (!done) {
frames++;
long startTime = System.nanoTime() / 1000000;
try
{
System.out.println("framerate: " + ((System.nanoTime() / 1000000 - startTime) / frames ) );
// 123456: 6 zeros => 16ms
long nsToSleep = 17000000 - (System.nanoTime() - lastFrame);
System.out.println("ns: " + nsToSleep);
lastFrame = System.nanoTime();
if(nsToSleep > 0)
{
System.out.println("ns2: " + (nsToSleep/1000));
System.out.println("ns3: " + (nsToSleep%1000));
Thread.sleep(nsToSleep/17000000, (int)(nsToSleep % 1000));
}
else
{
Thread.yield(); // Only necessary if you want to guarantee that
// the thread yields the CPU between every frame
}
}
catch(Exception e){
e.printStackTrace();
}
mainloop();
render();
Display.update();
}
cleanup();
}
catch (Exception e) {
e.printStackTrace();
System.exit(0);
}
}
Upvotes: 0
Views: 99
Reputation: 3803
Thread.sleep(nsToSleep/17000000, ...);
Should be
Thread.sleep(nsToSleep/1000000, nsToSleep%1000000);
As you are converting nanoseconds to milliseconds there.
Also, as diciu pointed out in a comment on your question, you should move the calculation for the start time outside of the loop.
I haven't tested this though, so I'm not sure if that's all you'll need to fix it, but a quick glance over your code seems to show those as the problems.
Upvotes: 1