A little background: I’m working on my first game in java (using the LWJGL/OpenGL setup)
When I made the game loop months ago, I was not aware of this “delta-time” business with a shifting frame rate. It’s a little too late to implement it into this game.
I worry a lot about efficiency. I try to keep the number of checks my game has to do down to a minimum.
I’m just kinda curious about how much OpenGL can handle. My framerate is arbitrarily fixed at 60 fps, and I’m drawing about 350-ish (2D) sprites at a time.
Of those, About 300 all come from the same texture (a sprite sheet) which is bound once then drawn a lot. Another 50 of those objects also come from a single sprite sheet, and then about 5-20 other small sprites that each have their own texture.
And then of course there are a load of other computations going into each step. Nothing crazy.
Given that the frame rate is unadjustable, should I drop it to something along the lines of 30 and half the speed of everything in the game? (Wouldn’t be that hard)
Even though I’m a few thousand lines of source code into my game, only a few of those deal with movement. Is it worth it to go back in and put in a delta?
What are OpenGL’s limits? Am I anywhere near them, or am I a ridiculous worrier?? What about players who have low end machines/netbooks?