it works for me. What are you using OSX or Windows?
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
local skip=event.deltaTime*frameRate
if skip>1.2thenif frameBalancer<(#objectsAvailable-8)then
frameBalancer=frameBalancer+5endendif skip>1.5then
skip=2else
skip=1if frameCounter%30==0and frameBalancer>0then
frameBalancer=frameBalancer-1endendlocal usage=(application:getTextureMemoryUsage()/1024)if usage~=oldUsage then
oldUsage=usage
print("Texture usage: "..usage.."MB")endlocal fps =1/event.deltaTime
if fps<40thenprint("FPS: "..floor(fps))end
frameCounter=frameCounter+1
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
The balancer routine is just for me to limit the number of moving object on screen automatically to within only having 3 objects.
My game never goes over 2 frames - if it did then the skip would be too much - so I limit the skip to 2. I then multiply every movement by skip - so skip would either mult by 1 (the same number) or by 2 (I skipped a frame).
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
You will need oldUsage, frameBalancer somewhere in the main program = 0.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
I probably wrong, but i think currently it's like this:
Desktop export : Project Properties is the only value that would be looked on, so setFps won't do anything. Mobile export : setFps works as it should be.
Project Properties sets the initial value of FPS when the app starts. You can then change it using setFps. This is the case for both desktop and mobile devices. Note that the value you set in setFps is a target value. The device will never run faster than this but it may be slower if the app cannot keep up.
Comments
https://deluxepixel.com
The code is like this:
https://deluxepixel.com
My game never goes over 2 frames - if it did then the skip would be too much - so I limit the skip to 2. I then multiply every movement by skip - so skip would either mult by 1 (the same number) or by 2 (I skipped a frame).
https://deluxepixel.com
https://deluxepixel.com
So it seems that
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
https://deluxepixel.com
Desktop export : Project Properties is the only value that would be looked on, so setFps won't do anything.
Mobile export : setFps works as it should be.
https://github.com/gideros/gideros
https://www.youtube.com/c/JohnBlackburn1975
Thank you for clarification!