• C
    caio

    Where exactly in Scheduler can I change this time?

    The loading problems happens in Flash and HTML5 too.

    Maybe give more control how/when the Scheduler starts would help. I tried Scheduler.reset() after all assets had loaded, but didn't notice any difference.

    posted in Kode read more
  • C
    caio

    If I understand correctly, Scheduler.time() is a smoothed out version of Scheduler.realTime() better suited for advancing the in game state, so I'm using something like Scheduler.time() - lastTime for this purpose.

    I understand the advantages of a fixed time step, but a variable one is better for my case.

    There are two problems with this approach, at the start everything runs very fast. I think because the timer does not run while the game is loading and then has to catch up. The same happens if I stay away from the game, by alt+tabbing or pressing the "Home" button on Android.

    Should time consider these pauses on gameplay? This would be weird because it could differ too much from realTime. Maybe introduce an elapsed argument for timed tasks? Maybe I'm doing something completely wrong?

    posted in Kode read more
  • C
    caio

    I wonder if there's any impact in performance to draw a string into a buffer only once and then copy it into the screen every frame or if it's irrelevant.

    posted in Kode read more

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