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-rw-r--r--src/game.c2
-rw-r--r--src/main.c24
-rw-r--r--src/physics.c5
-rw-r--r--src/render.c6
-rw-r--r--src/types.h4
5 files changed, 30 insertions, 11 deletions
diff --git a/src/game.c b/src/game.c
index 189688e..1e1da2d 100644
--- a/src/game.c
+++ b/src/game.c
@@ -239,6 +239,8 @@ Game *game_new(int width, int height) {
g->view_dist = 5.0;
g->paused = 0;
g->pause_rel = 1;
+ g->frame_delay = 8000;
+ g->frame_delay_fiddled = 0;
/* Renderer setup */
g->render = render_setup(width, height);
diff --git a/src/main.c b/src/main.c
index 36de2a3..db6b260 100644
--- a/src/main.c
+++ b/src/main.c
@@ -24,6 +24,7 @@
#include "game.h"
#include "render.h"
#include "physics.h"
+#include "utils.h"
int main(int argc, char *argv[]) {
@@ -42,7 +43,8 @@ int main(int argc, char *argv[]) {
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
width = 1680; height = 1050;
- screen = SDL_SetVideoMode(width, height, 16, SDL_OPENGL | SDL_FULLSCREEN);
+ width=640;height=480;
+ screen = SDL_SetVideoMode(width, height, 16, SDL_OPENGL);// | SDL_FULLSCREEN);
if ( screen == NULL ) {
width = 1280; height = 1024;
screen = SDL_SetVideoMode(width, height, 16, SDL_OPENGL | SDL_FULLSCREEN);
@@ -99,8 +101,24 @@ int main(int argc, char *argv[]) {
render_draw(game);
}
- /* Sleep for around 8ms to avoid hogging the CPU. This value gives about 100fps on my (rather modest) machine. */
- usleep(8000);
+ printf("%+7.4f %+7.4f %+7.4f %+5.1f deg %+7.5f %+7.5f %+7.5f %2i %2i %2i %3i %3i fps\r",
+ game->lander->x, game->lander->y, game->lander->z,
+ rad2deg(game->lander->yaw), game->lander->vx, game->lander->vy, game->lander->vz,
+ game->cur_room_x, game->cur_room_y, game->cur_room_z, game->num_rooms, game->render->fps);
+ fflush(stdout);
+
+ /* Attempt to hold output FPS close to 100 */
+ if ( (!game->frame_delay_fiddled) && (game->render->fps < 90) ) {
+ game->frame_delay -= game->frame_delay/20;
+ game->frame_delay_fiddled = 1;
+ }
+ if ( (!game->frame_delay_fiddled) && (game->render->fps > 110) ) {
+ game->frame_delay += game->frame_delay/20;
+ game->frame_delay_fiddled = 1;
+ }
+
+ /* Sleep for a bit to avoid hogging the CPU. */
+ usleep(game->frame_delay);
}
diff --git a/src/physics.c b/src/physics.c
index 555e13b..4c1ac86 100644
--- a/src/physics.c
+++ b/src/physics.c
@@ -115,11 +115,6 @@ void physics_step(Game *game) {
}
physics_process(game->lander, dt);
game_check_handoff(game);
- printf("%+7.4f %+7.4f %+7.4f %+5.1f deg %+7.5f %+7.5f %+7.5f %2i %2i %2i %3i %3i fps\r",
- game->lander->x, game->lander->y, game->lander->z,
- rad2deg(game->lander->yaw), game->lander->vx, game->lander->vy, game->lander->vz,
- game->cur_room_x, game->cur_room_y, game->cur_room_z, game->num_rooms, game->render->fps);
- fflush(stdout);
for ( j=0; j<game->num_rooms; j++ ) {
diff --git a/src/render.c b/src/render.c
index 81d5ba3..97b839f 100644
--- a/src/render.c
+++ b/src/render.c
@@ -352,10 +352,12 @@ void render_draw(Game *game) {
SDL_GL_SwapBuffers();
game->render->frames++;
- if ( t - game->render->t_fps > 1000 ) {
- game->render->fps = (1000*game->render->frames) / (t - game->render->t_fps);
+ /* Calculate FPS every half a second */
+ if ( t - game->render->t_fps > 500 ) {
+ game->render->fps = (500*game->render->frames) / (t - game->render->t_fps);
game->render->t_fps = t;
game->render->frames = 0;
+ game->frame_delay_fiddled = 0;
}
}
diff --git a/src/types.h b/src/types.h
index deb083a..5c1ba53 100644
--- a/src/types.h
+++ b/src/types.h
@@ -150,7 +150,9 @@ typedef struct {
unsigned int forward;
unsigned int reverse;
- Uint32 tlast; /* Time at which the last physics step was performed */
+ Uint32 tlast; /* Time at which the last physics step was performed */
+ int frame_delay; /* Delay between frames */
+ int frame_delay_fiddled; /* frame_delay has been fiddled since the last FPS calculation */
ModelInstance *lander;