123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|690|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Off Topic -> Monkey Update Rate

Thu, 29 May 2014, 12:18
Erebel55
Could anyone with timing knowledge take a look? Linkage

-=-=-
Lava Monkey
https://play.google.com/store/apps/details?id=com.lvm.lavamonkey
Thu, 29 May 2014, 12:18
Jayenkai
Not a clue!
I haven't really played with Monkey's Update Rate, other than my initial "5fps if unstarted and HTML edition", and bog-standard "Make it 60.. LEAVE IT!!!"

I'm coding within 60fps limits, the exact same way I always have, and I'm sure that's breaking some stuff along the way, but for the most part my games seem to be running smoothly.

-=-=-
''Load, Next List!''
Thu, 29 May 2014, 20:45
therevillsgames
It is different. I'll answer it here and there

The FRL (Fixed-Rate-Logic) is running the OnUpdate at 200Hz (or tries to) whilst SetUpdateRate(0) will run OnUpdate and OnRender as fast as possible.

I used FRL so that the movement of objects wouldnt got thru walls, but I've changed now to use ray casting to detect collisions.