Re: More accurate sleep()?

From:
"Oliver Wong" <owong@castortech.com>
Newsgroups:
comp.lang.java.help
Date:
Mon, 08 May 2006 19:43:43 GMT
Message-ID:
<PbN7g.13186$Fl1.4478@edtnps89>
"Zoran Stojanovic" <Zoran.Tocka.Stojanovic@Globalnet.Tocka.Hr> wrote in
message news:Xns97BDD9C6048CEZoranStojanovic@195.29.150.88...

Hi,

I'm trying to learn some basics about game programming in Java, and I
have a question about measuring small time intervals in order to achieve
constant frame rate. I could use Thread.sleep() but it's not accurate
enough. Since 1.5 we have System.nanoTime() but how should one use it to
replace sleep()? I can create a busy waiting loop:

 long startTime = System.nanoTime();
 while ((System.nanoTime() - startTime) < 10000000L) {
 }

But that will cause seemingly unnecessary 100% processor load. Is there
any way for me to use System.nanoTime() to create a more accurate
replacement for sleep()?

Thanks in advance.


    What I've done in my games is to tell the JVM to sleep for 1
millisecond. Then, when the thread wakes up, I measure how much time has
ellapsed (you can use nanoTime if you want), and then update the game logic
accordingly (e.g. skip some frames if we've slept too long, or render extra
frames if we've woken up surprisingly soon, etc.)

    If you go the frame-skipping route as I have, you'll probably want to
set a limit on the number of frames that can be skipped. You don't want the
player to be alive, in a perfectly safe environment in one frame, and then
killed by an enemy in the next just because you've skipped hundreds or
thousands of frames in between.

    - Oliver

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