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hmm the game has a fixed-time loop, what does the green counter say when you run the game? it should stay at around 60fps, if not then i messed something up ;))

Yeah it says 200

nice

im gonna maybe try to fix that later and hard cap the fps at 60

i did some changes to game loop that should cap the update rate of the game and slow it down

i tried to test on a pc with better specs but on every machine i always get only 60 fps, so maybe this will work for you and maybe not ;))))

it's normal speed now!

btw, can i ask what engine/framework did you make the game in

oh wow it worked huh

the game is made in my own engine that i built with javascript

you can see the source code here if youre curious https://github.com/pebonius/shadow-of-rummaroe

(3 edits)

It is the reason why games usually try to split rendering/physics loops. I run currently compilation of Godot so my machine entirely is slow... Fps often dropped to 15-30 but sometimes jumped to 100, 200, 500 (exactly these even numbers) Why? You are a developer and should know better ;)

EDIT: by just standing I saw numbers 90 and 167 very often so it seems it isn't fixed

the frame rate still varies, it’s only the update loop that’s throttled :)

so even if fps goes up to 100-200 and beyond the update rate is capped at ~60 so the game should not become insanely fast

then again i dont know if this will work reliably for everyone, for now im not able to test it

on the other hand if you’re running some crazy processes at the same time and frame rate drops to 30 and below, you will see a slowdown, since update rate will slow as well

maybe it would make sense to make update rate completely independent from frame rate, so that if frame rate goes really low, there wont be a visible slowdown in the game, only rendering frames will be dropped

but i expect for most people this will work at 60fps and above, i mean im testing this on a literal rock and i have 60fps