Youâll never get something thatâs precise. A lost ms or two is no big deal and if you write your loop intelligently it will automatically be picked up in the next timestep. Youâre essentially doing a fixed timestep right now, but youâre doing it wrong.
Here is a fixed game loop test I made. It just draws a ball bouncing around, using a fixed timestep and a target FPS. If the FPS would exceed the target, it yields the thread. This keeps the game from being a processor hog (unless you need it).
Note that you very rarely need a 60 GAME_HERTZ, I just kept it there for the test. Oftentimes you can get away with a game hertz of 20, and it looks fine as long as the FPS is high.
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class GameLoopTest extends JFrame implements ActionListener
{
private GamePanel gamePanel = new GamePanel();
private JButton startButton = new JButton("Start");
private JButton quitButton = new JButton("Quit");
private boolean running = false;
private int fps = 60;
private int frameCount = 0;
public GameLoopTest()
{
super("Fixed Timestep Game Loop Test");
Container cp = getContentPane();
cp.setLayout(new BorderLayout());
JPanel p = new JPanel();
p.setLayout(new GridLayout(1,2));
p.add(startButton);
p.add(quitButton);
cp.add(gamePanel, BorderLayout.CENTER);
cp.add(p, BorderLayout.SOUTH);
setSize(500, 500);
startButton.addActionListener(this);
quitButton.addActionListener(this);
}
public static void main(String[] args)
{
GameLoopTest glt = new GameLoopTest();
glt.setVisible(true);
}
public void actionPerformed(ActionEvent e)
{
Object s = e.getSource();
if (s == startButton)
{
running = !running;
if (running)
{
startButton.setText("Stop");
runGameLoop();
}
else
{
startButton.setText("Start");
}
}
else if (s == quitButton)
{
System.exit(0);
}
}
//Starts a new thread and runs the game loop in it.
public void runGameLoop()
{
Thread loop = new Thread()
{
public void run()
{
gameLoop();
}
};
loop.start();
}
//Only run this in another Thread!
private void gameLoop()
{
//This value would probably be stored elsewhere.
final double GAME_HERTZ = 60.0;
//Calculate how many NS each frame should take for our target game hertz.
final double TIME_BETWEEN_UPDATES = 1000000000 / GAME_HERTZ;
//At the very most we will update the game this many times before a new render.
final int MAX_UPDATES_BEFORE_RENDER = 5;
//We will need the last update time.
double lastUpdateTime = System.nanoTime();
//Store the last time we rendered.
double lastRenderTime = System.nanoTime();
//If we are able to get as high as this FPS, don't render again.
final double TARGET_FPS = 60;
final double TARGET_TIME_BETWEEN_RENDERS = 1000000000 / TARGET_FPS;
//Simple way of finding FPS.
int lastSecondTime = (int) (lastUpdateTime / 1000000000);
while (running)
{
double now = System.nanoTime();
int updateCount = 0;
//Do as many game updates as we need to, potentially playing catchup.
while( now - lastUpdateTime > TIME_BETWEEN_UPDATES && updateCount < MAX_UPDATES_BEFORE_RENDER )
{
updateGame();
lastUpdateTime += TIME_BETWEEN_UPDATES;
updateCount++;
}
//If for some reason an update takes forever, we don't want to do an insane number of catchups.
//If you were doing some sort of game that needed to keep EXACT time, you would get rid of this.
if (lastUpdateTime - now > TIME_BETWEEN_UPDATES)
{
lastUpdateTime = now - TIME_BETWEEN_UPDATES;
}
//Render. To do so, we need to calculate interpolation for a smooth render.
float interpolation = Math.min(1.0f, (float) ((now - lastUpdateTime) / TIME_BETWEEN_UPDATES) );
drawGame(interpolation);
lastRenderTime = now;
//Update the frames we got.
int thisSecond = (int) (lastUpdateTime / 1000000000);
if (thisSecond > lastSecondTime)
{
System.out.println("NEW SECOND " + thisSecond + " " + frameCount);
fps = frameCount;
frameCount = 0;
lastSecondTime = thisSecond;
}
//Yield until it has been at least the target time between renders. This saves the CPU from hogging.
while ( now - lastRenderTime < TARGET_TIME_BETWEEN_RENDERS && now - lastUpdateTime < TIME_BETWEEN_UPDATES)
{
Thread.yield();
now = System.nanoTime();
}
}
}
private void updateGame()
{
gamePanel.update();
}
private void drawGame(float interpolation)
{
gamePanel.setInterpolation(interpolation);
gamePanel.repaint();
}
private class GamePanel extends JPanel
{
float interpolation;
float ballX, ballY, lastBallX, lastBallY;
int ballWidth, ballHeight;
float ballXVel, ballYVel;
int lastDrawX, lastDrawY;
public GamePanel()
{
ballX = lastBallX = 100;
ballY = lastBallY = 100;
ballWidth = 25;
ballHeight = 25;
ballXVel = (float) Math.random() * 10 - 5;
ballYVel = (float) Math.random() * 10 - 5;
}
public void setInterpolation(float interp)
{
interpolation = interp;
}
public void update()
{
lastBallX = ballX;
lastBallY = ballY;
ballX += ballXVel;
ballY += ballYVel;
if (ballX + ballWidth/2 >= getWidth())
{
ballXVel *= -1;
ballX = getWidth() - ballWidth/2;
}
else if (ballX - ballWidth/2 <= 0)
{
ballXVel *= -1;
ballX = ballWidth/2;
}
if (ballY + ballHeight/2 >= getHeight())
{
ballYVel *= -1;
ballY = getHeight() - ballHeight/2;
}
else if (ballY - ballHeight/2 <= 0)
{
ballYVel *= -1;
ballY = ballHeight/2;
}
}
public void paintComponent(Graphics g)
{
//BS way of clearing out the old rectangle to save CPU.
g.setColor(getBackground());
g.fillRect(lastDrawX-1, lastDrawY-1, ballWidth+2, ballHeight+2);
g.fillRect(5, 0, 75, 30);
g.setColor(Color.RED);
int drawX = (int) ((ballX - lastBallX) * interpolation + lastBallX - ballWidth/2);
int drawY = (int) ((ballY - lastBallY) * interpolation + lastBallY - ballHeight/2);
g.fillOval(drawX, drawY, ballWidth, ballHeight);
lastDrawX = drawX;
lastDrawY = drawY;
g.setColor(Color.BLACK);
g.drawString("FPS: " + fps, 5, 10);
frameCount++;
}
}
}