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Separation of concerns - you don't want trivial things like FPS count calculations polluting the 'main loop' of your program. Thus, isolate this logic into a separate component/class. Independence of the GUI component framework - it is best to steer clear of framework-dependent solutions whenever possible.
I'm working on a project with my friend in python with pygame. We have tried to make an FPS counter in our game but we haven't succeeded. The FPS counter is always displaying a zero. Here is the co...
4. The easiest way to do this is to keep a variable whatTheLastTimeWas stored and doing this where you want to check your frame rate: double fps = 1000000.0 / (lastTime - (lastTime = System.nanoTime())); //This way, lastTime is assigned and used at the same time. Alternatively, you can make a FPS counter like so: class FPSCounter extends Thread{.
1 Answer. Sorted by: -1. Yes you can. VideoView extends View, so you'd make your own YourVideoView class which extends VideoView, implement onDraw method, call super.onDraw there, and also performing your FPS computation there. So you can count yourself how many times in secound onDraw is called for VideoView.
My goal is to be able to set a fixed FPS that will make the game run at the same speed on a fast or slow computer. I can, of course, use the clock module in pygame: clock = pygame.time.Clock() and then call this every loop: clock.tick(30) but that will keep the game CAPPED at 30 FPS. So if I set it to 500 FPS it might still run as fast as it ...
I have this code sample i need to find how to show/display the frames per second on the screen. Tried to use the class but its not working good im not sure how to use it. base.Initialize(); fpsm = new FpsMonitor(); fpsm.Update(); fpsm.Draw(spriteBatch, fonts, new Vector2(5,5), Color.Red); // Allows the game to exit.
Of course you don't have to wait the end of the program to compute end_time and fps, you can do it every now and then to report the FPS as the program runs. Re-initing start_time after reporting the current FPS estimation could also help with reporting a more precise FPS estimation.
fpsInterval = 1000 / fps; then = Date.now(); startTime = then; animate(); } And this code is the actual requestAnimationFrame loop which draws at your specified FPS. // the animation loop calculates time elapsed since the last loop. // and only draws if your specified fps interval is achieved. function animate() {.
Viewed 3k times. 1. I did not find the stats tab mentioned in the book from which I am learning Unity. I googled it but it seems the stats has been removed several years ago. My question: Is there any way to show FPS in Unity editor but without writing a script? Unity Version: 2019.3.0a5 Personal. unity-game-engine.
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