Hi Ken,
I think I saw the problem you were having with StarGauge. You said that it was running very fast - to fast to be able to hit the enemy.
I am working on implementing the GUI for the game, and while I was testing out changing the options, I tried turning on VSync (I always run with it off). Everything seemed normal until the game started. Everything was running at an incredible rate. I was flying very fast and the enemy ships were buzzing around at incredible speeds. My controls were also moving very fast.
Is that what you saw?
Everything in the game is controlled by the engine operation thread, which is capped (supposed to be) at 62fps. It is based off of System.currentTimeMillis(). Something happened that messed with the time reporting from System.currentTimeMills()
I changed the options to run in 1600x1024, fullscreen when it happened. The way my code works is that if VSync is on, wglSwapIntervalEXT() is never called.
Could this be a bug in Java? A bug in JOGL? A bug in my nVidia drivers (v71.84 - GeforceFX 5500)?
I had no errors on the console. I have never seen it do this before, and I haven’t been able to reproduce it.