FPSAnimator = Unstable Frames per second?

Hi,

First off let me tell you all that I’m new to JOGL.

I have been reading the chapter about JOGL from the “Killer Game Programming in Java”. You can get the chapter here: http://fivedots.coe.psu.ac.th/~ad/jg/jogl1/index.html

Anyway, the author of the book says that since FPSAnimator uses Timer.scheadule() method to create the animation it is not very reliable in some OS because of its timer. The solution he gives to this is to create and extension of FPSAnimator and fix this problem or create an active rendering framework creating a class that extends Canvas and implements Thread with its own render() and update() cycle system.

I just wanted to hear from someone that has experience working with JOGL. What do you usually do? Do you use FPSAnimator or do you use any other approach ?

I don’t know how that book you mention uses FPSAnimator, which is an extension to Animator I’d guess, but I use Animator in my app to give a smoother effect when zooming my model in and out and it helps greatly, but depending on what the OS seems to be doing at the time, it can still be jerky and jump around on long zoom times if the cpu get’s busy, or possibly for the reason you say he mentions. Something worth looking into down the road.

Just my 0.02