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My attempt at two methods of a constant game-loop in JavaScript
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// Example CGLM usage: | |
ZAP.CGLM | |
.setMode('custom') | |
.mode | |
.setFPS(30) | |
.setTimeStep(10) | |
.setSpeedX(1); | |
function priorityOne(dt, stats){ | |
// do physics step | |
step(dt*0.001); // dt comes in ms, engine needs seconds | |
} | |
function priorityTwo(stats){ | |
// render everything | |
} | |
ZAP.CGLM.register(priorityOne, priorityTwo); | |
ZAP.CGLM.start(); |
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(function(root){ | |
//--------------------------------------------------------------------- | |
// Constant Game Loop Machine | |
//--------------------------------------------------------------------- | |
ZAP.CGLM = (function(root){ | |
var CGLM = { | |
modes: {} | |
,mode: {} | |
,onTimeStep: function(){} // happens a lot | |
,onFrameUpdate: function(){} // happens not as much | |
,start: function(){ | |
this.mode.onStart(); | |
root.addEventListener('message', main, false); | |
root.postMessage('start timestep dispatch', '*'); | |
console.log('CGLM START'); | |
return this; | |
} | |
,stop: function(){ | |
root.removeEventListener('message', main, false); | |
this.mode.onStop(); | |
console.log('CGLM HALTED'); | |
return this; | |
} | |
,register: function(onTimeStep, onFrameUpdate){ | |
this.onTimeStep = onTimeStep; | |
this.onFrameUpdate = onFrameUpdate; | |
return this; | |
} | |
,setMode: function(mode){ | |
if( typeof this.modes[mode] !== 'undefined' ){ | |
this.mode = this.modes[mode]; | |
} else { | |
throw [ | |
'The mode "' | |
,mode | |
,'" is not defined for the Constant Game Loop Machine' | |
].join(''); | |
} | |
return this; | |
} | |
}; | |
function main(){ | |
CGLM.mode.run( CGLM.onTimeStep, CGLM.onFrameUpdate ); | |
root.postMessage('timestep dispatch', '*'); | |
} | |
return CGLM; | |
})(this); | |
/** | |
* Custom mode allows control over all three control points: | |
* speed multiplier (iterations of the timeStep loop), timeStep | |
* (the value passed into the onTimeStep callback), and framerate, | |
* or how often onFrameUpdate is called. If the time between | |
* render frames is greater than 1.5 seconds, execution is | |
* automatically halted to prevent browser lockup. | |
* | |
*/ | |
ZAP.CGLM.modes.custom = (function(){ | |
var startTime | |
,totalFrames | |
,totalIterations = 0 | |
,lastActualDT = 0 | |
,lastTime = 0 | |
,totalDTSinceLastFrame = 0 | |
,totalDTSinceLastTimeStep = 0 | |
,iterations = 1 | |
,targetFrameInterval = 16 | |
,timeStep = 5 | |
,targetFPS = 60 | |
,frameUpdateStats = { | |
delta: 0 | |
,fps: 0 | |
,avgFps: 0 | |
} | |
,timeStepStats = { | |
delta: 0 | |
,ips: 0 | |
,avgips: 0 | |
,iterations: 0 | |
}; | |
return { | |
run: function(tCommands, nCommands){ | |
var d = +new Date() | |
,delta = d - lastTime | |
,i; | |
totalDTSinceLastFrame += delta; | |
totalDTSinceLastTimeStep += delta; | |
if(totalDTSinceLastTimeStep >= timeStep){ | |
timeStepStats.delta = timeStep; | |
timeStepStats.ips = (iterations / totalDTSinceLastTimeStep * 1000).toFixed(2); | |
timeStepStats.avgips = (totalIterations / (d - startTime) * 1000).toFixed(2); | |
timeStepStats.iterations = iterations; | |
for(i = 0; i < iterations; i++){ tCommands(timeStep, timeStepStats); } | |
totalDTSinceLastTimeStep = 0; | |
totalIterations += iterations; | |
} | |
if(totalDTSinceLastFrame >= targetFrameInterval){ | |
frameUpdateStats.delta = totalDTSinceLastFrame; | |
frameUpdateStats.fps = (1 / totalDTSinceLastFrame * 1000).toFixed(2); | |
frameUpdateStats.avgfps = (totalFrames / (d - startTime) * 1000).toFixed(2); | |
nCommands(frameUpdateStats); | |
if( totalDTSinceLastFrame > 1500 ){ | |
console.log([ | |
'AUTO-HALT.' | |
,' DELTA WAS GREATER THAN 1500 MS.' | |
,' TIME: ' + totalDTSinceLastFrame].join('')); | |
ZAP.CGLM.stop(); | |
} | |
totalDTSinceLastFrame = 0; | |
totalFrames += 1; | |
} | |
lastTime = d; | |
} | |
,setFPS: function(fps){ | |
targetFPS = fps; | |
targetFrameInterval = 1000 / targetFPS; | |
return this; | |
} | |
,setTimeStep: function(dt){ | |
timeStep = dt; | |
return this; | |
} | |
,setSpeedX: function(x){ | |
iterations = x; | |
return this; | |
} | |
,onStart: function(){ | |
lastTime = +new Date(); | |
totalDTSinceLastFrame = 0; | |
totalFrames = 0; | |
totalIterations = 0; | |
startTime = lastTime; | |
return this; | |
} | |
,onStop: function(){ | |
return this; | |
} | |
} | |
})(); | |
/** | |
* Realtime mode attempts to call onTimeStep as often as necessary | |
* to keep the passed game time equal to the passed world time, based | |
* on the target timeStep. If simTimeScale is less than 1, more time | |
* passes in the real world than in the game world. If the time between | |
* render frames is greater than 1.5 seconds, execution is | |
* automatically halted to prevent browser lockup. | |
* | |
*/ | |
ZAP.CGLM.modes.realtime = (function(){ | |
var startTime | |
,totalFrames | |
,totalIterations | |
,lastRunDT = 0 // how long the previous run() took | |
,thisRunDT = 0 // how long the current run is taking | |
,lastTime = 0 // the previous time run() was called | |
,totalDTSinceLastFrame = 0 | |
,simTimeScale = 1 // 0.5 means 1 real second = 0.5 sim seconds | |
,iterations = 0 | |
,remainingIT = 0 | |
,targetFrameInterval = 16 | |
,timeStep = 5 | |
,targetFPS = 60 | |
,frameUpdateStats = { | |
delta: 0 | |
,fps: 0 | |
,avgFps: 0 | |
,lag: 0 | |
} | |
,timeStepStats = { | |
delta: 0 | |
,ips: 0 | |
,avgips: 0 | |
,iterations: 0 | |
}; | |
return { | |
run: function(tCommands, nCommands){ | |
var iStartTime = +new Date() | |
,delta = iStartTime - lastTime | |
,i | |
,iEndTime; | |
totalDTSinceLastFrame += delta; | |
totalDTSinceLastTimeStep += (delta * simTimeScale); | |
remainingIT = iterations = (totalDTSinceLastTimeStep/timeStep) + remainingIT; | |
iterations = ~~iterations; // faster than Math.floor | |
remainingIT = remainingIT - iterations; | |
if(iterations > 0){ | |
timeStepStats.delta = timeStep; | |
timeStepStats.ips = (iterations / totalDTSinceLastTimeStep * 1000).toFixed(2); | |
timeStepStats.avgips = (totalIterations / (iStartTime - startTime) * 1000 * 100).toFixed(2); | |
timeStepStats.iterations = iterations; | |
for(i = 0; i < iterations; i++){ tCommands(timeStep, timeStepStats); } | |
totalDTSinceLastTimeStep = 0; | |
totalIterations += iterations; | |
} | |
if(totalDTSinceLastFrame >= targetFrameInterval){ | |
thisRunDT = +new Date() - iStartTime; | |
frameUpdateStats.delta = totalDTSinceLastFrame; | |
frameUpdateStats.fps = (1 / totalDTSinceLastFrame * 1000).toFixed(2); | |
frameUpdateStats.avgfps = (totalFrames / (iStartTime - startTime) * 1000).toFixed(2); | |
frameUpdateStats.lag = thisRunDT - lastRunDT; | |
nCommands(frameUpdateStats); | |
// TODO: if this happens, make it adaptive instead of halting? | |
if( totalDTSinceLastFrame > 1500 ){ | |
console.log([ | |
'AUTO-HALT.' | |
,' DELTA WAS GREATER THAN 1500 MS.' | |
,' TIME: ' + totalDTSinceLastFrame].join('')); | |
ZAP.CGLM.stop(); | |
} | |
totalDTSinceLastFrame = 0; | |
totalFrames += 1; | |
} | |
lastRunDT = thisRunDT; | |
lastTime = iStartTime; | |
} | |
,setFPS: function(fps){ | |
targetFPS = fps; | |
targetFrameInterval = 1000 / targetFPS; | |
return this; | |
} | |
,setTimeStep: function(dt){ | |
timeStep = dt; | |
return this; | |
} | |
,setSimTimeScale: function(scale){ | |
simTimeScale = scale; | |
return this; | |
} | |
,onStart: function(){ | |
totalDTSinceLastFrame = 0; | |
totalDTSinceLastTimeStep = 0; | |
totalIterations = 0; | |
totalFrames = 0; | |
lastTime = +new Date(); | |
startTime = lastTime; | |
return this; | |
} | |
,onStop: function(){ | |
return this; | |
} | |
} | |
})(); | |
root.ZAP = ZAP; | |
})(this); |
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