How would I render frames at the same speed on slow computer as on a fast one?

Started by Torradin, December 26, 2010, 02:05:21

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Torradin

In a 3d FPS game, how would I make the forward movement speed the same on a slow computer as on a fast computer?
So I pretty much have a set movement speed, which is 1000.0f for example, and I have dt, which is stated in both codes below. How would I go about doing this?

This is what I had, but the speed of the frames/movement was completely different on my two different computers:

time = Sys.getTime();
dt = (lastTime - time)/1000.0f;
lastTime = time;



This is what I have now (very simple):

dt = 0.003.0f



Here is my full source code before I made the adjustment from above, although I don't think it is better:

package net.game1.game;

import java.awt.event.KeyEvent;
import java.io.FileInputStream;
import java.io.IOException;
import java.util.logging.Level;
import java.util.logging.Logger;

import org.lwjgl.Sys;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.GL11;
import org.lwjgl.util.vector.Vector3f;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.LWJGLException;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.util.glu.GLU;

import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;


//First Person Camera Controller
public class FPCameraController
{
	//the texture
	private Texture texture;
    //3d vector to store the camera's position in
    private Vector3f    position    = null;
    //the rotation around the Y axis of the camera
    private float       yaw         = 0.0f;
    //the rotation around the X axis of the camera
    private float       pitch       = 0.0f;
    //Constructor that takes the starting x, y, z location of the camera
    public FPCameraController(float x, float y, float z)
    {
        //instantiate position Vector3f to the x y z params.
        position = new Vector3f(x, y, z);
    }
    public FPCameraController() { // This is made so the line FPCameraController app = new FPCameraController(); will work
		// TODO Auto-generated constructor stub
	}
	//increment the camera's current yaw rotation
    public void yaw(float amount)
    {
        //increment the yaw by the amount param
        yaw += amount;
    }

    //increment the camera's current yaw rotation
    public void pitch(float amount)
    {
        //increment the pitch by the amount param
        pitch += amount;
    }
    //moves the camera forward relitive to its current rotation (yaw)
    public void walkForward(float distance)
    {
    		position.x -= distance * (float)Math.sin(Math.toRadians(yaw));
    		position.z += distance * (float)Math.cos(Math.toRadians(yaw));
    }

    //moves the camera backward relitive to its current rotation (yaw)
    public void walkBackwards(float distance)
    {    	
    		position.x += distance * (float)Math.sin(Math.toRadians(yaw));
    		position.z -= distance * (float)Math.cos(Math.toRadians(yaw));
    }

    //strafes the camera left relitive to its current rotation (yaw)
    public void strafeLeft(float distance)
    {
    		position.x -= distance * (float)Math.sin(Math.toRadians(yaw-90));
    		position.z += distance * (float)Math.cos(Math.toRadians(yaw-90));
    }

    //strafes the camera right relitive to its current rotation (yaw)
    public void strafeRight(float distance)
    {
    		position.x -= distance * (float)Math.sin(Math.toRadians(yaw+90));
    		position.z += distance * (float)Math.cos(Math.toRadians(yaw+90));
    }

    //translates and rotate the matrix so that it looks through the camera
    //this dose basic what gluLookAt() does
    public void lookThrough()
    {
        //roatate the pitch around the X axis
        GL11.glRotatef(pitch, 1.0f, 0.0f, 0.0f);
        //roatate the yaw around the Y axis
        GL11.glRotatef(yaw, 0.0f, 1.0f, 0.0f);
        //translate to the position vector's location
        GL11.glTranslatef(position.x, position.y, position.z);
    }
    private static boolean gameRunning=true;
    private static int targetWidth = 800;
    private static int targetHeight = 600;

    private void init(){
        try {
            texture = TextureLoader.getTexture("PNG", new FileInputStream("/Users/jamesyanyuk/Torradin/Includes/Textures/Floor_001.png"));
        } catch (IOException ex) {
            Logger.getLogger(FPCameraController.class.getName()).log(Level.SEVERE, null, ex);
        }
    }

    private float xrot=0.1f;
    private float yrot=0.1f;
    private float zrot=0.1f;

    /** The texture thatís been loaded */

    private static void initDisplay(boolean fullscreen){

        DisplayMode chosenMode = null;

        try {
                DisplayMode[] modes = Display.getAvailableDisplayModes();

                for (int i=0;i<modes.length;i++) {
                    if ((modes[i].getWidth() == targetWidth) && (modes[i].getHeight() == targetHeight)) {
                        chosenMode = modes[i];
                        break;
                    }
                }
            } catch (LWJGLException e) {
        Sys.alert("Error", "Unable to determine display modes.");
        System.exit(0);
    }

        // at this point if we have no mode there was no appropriate, let the user know
    // and give up
        if (chosenMode == null) {
            Sys.alert("Error", "Unable to find appropriate display mode.");
            System.exit(0);
        }

        try {
            Display.setDisplayMode(chosenMode);
            Display.setFullscreen(fullscreen);
            Display.setTitle("Secret Title");
            Display.create();

        }
        catch (LWJGLException e) {
            Sys.alert("Error","Unable to create display.");
            System.exit(0);
        }

}

    private static boolean initGL(){
        GL11.glMatrixMode(GL11.GL_PROJECTION);
        GL11.glLoadIdentity();

//        Calculate the aspect ratio of the window
        GLU.gluPerspective(45.0f,((float)targetWidth)/((float)targetHeight),0.1f,100.0f);
        GL11.glMatrixMode(GL11.GL_MODELVIEW);
        GL11.glLoadIdentity();

        GL11.glEnable(GL11.GL_TEXTURE_2D);                                    // Enable Texture Mapping ( NEW )
        GL11.glShadeModel(GL11.GL_SMOOTH);
        GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        GL11.glClearDepth(1.0f);
        GL11.glEnable(GL11.GL_DEPTH_TEST);
        GL11.glDepthFunc(GL11.GL_LEQUAL);
        GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
        return true;
    }
	public boolean isKeyPressed(int keyCode) {
		// apparently, someone at decided not to use standard

		// keycode, so we have to map them over:

		switch(keyCode) {
		case KeyEvent.VK_SPACE:
			keyCode = Keyboard.KEY_SPACE;
			break;
		case KeyEvent.VK_ESCAPE:
			keyCode = Keyboard.KEY_ESCAPE;
			break;
		case KeyEvent.VK_W:
			keyCode = Keyboard.KEY_W;
			break;
		case KeyEvent.VK_A:
			keyCode = Keyboard.KEY_A;
			break;
		case KeyEvent.VK_S:
			keyCode = Keyboard.KEY_S;
			break;
		case KeyEvent.VK_D:
			keyCode = Keyboard.KEY_D;
			break;
		}

		return org.lwjgl.input.Keyboard.isKeyDown(keyCode);
	}

    private void run(){
      FPCameraController camera = new FPCameraController(0, 0, 0);

            float dx        = 0.0f;
            float dy        = 0.0f;
            float dt        = 0.0f; //length of frame
            float lastTime  = 0.0f; // when the last frame was
            float time      = 0.0f;

            float mouseSensitivity = 0.15f;
            float movementSpeed = 10.0f; //move 10 units per second

            //hide the mouse
            Mouse.setGrabbed(true);
        while(gameRunning){
            update();
            render();
            Display.update();

             //keep looping till the display window is closed the ESC key is down
            /*
            while (!Display.isCloseRequested() ||
             !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE))
            	{
            	*/
            
                time = Sys.getTime();
                dt = 1000.0f;
                lastTime = time;


                //distance in mouse movement from the last getDX() call.
                dx = Mouse.getDX();
                //distance in mouse movement from the last getDY() call.
                dy = Mouse.getDY();

                //control camera yaw from x movement from the mouse
                camera.yaw(dx * mouseSensitivity);
                //control camera pitch from y movement from the mouse
                camera.pitch(-dy * mouseSensitivity);


                //when passing in the distrance to move
                //we times the movementSpeed with dt this is a time scale
                //so if its a slow frame u move more then a fast frame
                //so on a slow computer you move just as fast as on a fast computer
                
                //OVER HERE! What do I do to make the boolean canWalk actually work the right way?
                
                if (Keyboard.isKeyDown(Keyboard.KEY_W))//move forward
                {
                    camera.walkForward(movementSpeed*dt);
                    System.out.println("Walking Forward!?");
                }
                if (Keyboard.isKeyDown(Keyboard.KEY_S))//move backwards
                {
                    camera.walkBackwards(movementSpeed*dt);
                }
                if (Keyboard.isKeyDown(Keyboard.KEY_A))//strafe left
                {
                    camera.strafeLeft(movementSpeed*dt);
                }
                if (Keyboard.isKeyDown(Keyboard.KEY_D))//strafe right
                {
                    camera.strafeRight(movementSpeed*dt);
                }

                //set the modelview matrix back to the identity
                GL11.glLoadIdentity();
                //look through the camera before you draw anything
                camera.lookThrough();
                //you would draw your scene here.

                //draw the buffer to the screen
                //Display.update();
            //}

            // finally check if the user has requested that the display be
            // shutdown
            if (Display.isCloseRequested()) {
                    gameRunning = false;
                    Display.destroy();
                    System.exit(0);
                }
            if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE))
            {
            	Sys.alert("Close","To continue, press ESCAPE on your keyboard or OK on the screen.");
            	System.exit(0);
            	
            }
        }
    }

    private void update(){
        xrot+=0.1f;
        yrot+=0.1f;
        zrot+=0.1f;
    }

    private void render(){
        GL11.glClear(GL11.GL_COLOR_BUFFER_BIT|GL11.GL_DEPTH_BUFFER_BIT);
        //GL11.glLoadIdentity();

        GL11.glTranslatef(0.0f,0.0f,-5.0f);                              // Move Into The Screen 5 Units

        GL11.glBegin(GL11.GL_QUADS);
		texture.bind(); // or GL11.glBind(texture.getTextureID());
                // Front Face
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f(-1.0f, -1.0f,  1.0f);   // Bottom Left Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f( 1.0f, -1.0f,  1.0f);   // Bottom Right Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f( 1.0f,  1.0f,  1.0f);   // Top Right Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f(-1.0f,  1.0f,  1.0f);   // Top Left Of The Texture and Quad

                // Back Face
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f(-1.0f, -1.0f, -1.0f);   // Bottom Right Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f(-1.0f,  1.0f, -1.0f);   // Top Right Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f( 1.0f,  1.0f, -1.0f);   // Top Left Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f( 1.0f, -1.0f, -1.0f);   // Bottom Left Of The Texture and Quad

                // Top Face
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f(-1.0f,  1.0f, -1.0f);   // Top Left Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f(-1.0f,  1.0f,  1.0f);   // Bottom Left Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f( 1.0f,  1.0f,  1.0f);   // Bottom Right Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f( 1.0f,  1.0f, -1.0f);   // Top Right Of The Texture and Quad

                // Bottom Face
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f(-1.0f, -1.0f, -1.0f);   // Top Right Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f( 1.0f, -1.0f, -1.0f);   // Top Left Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f( 1.0f, -1.0f,  1.0f);   // Bottom Left Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f(-1.0f, -1.0f,  1.0f);   // Bottom Right Of The Texture and Quad

                // Right face
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f( 1.0f, -1.0f, -1.0f);   // Bottom Right Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f( 1.0f,  1.0f, -1.0f);   // Top Right Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f( 1.0f,  1.0f,  1.0f);   // Top Left Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f( 1.0f, -1.0f,  1.0f);   // Bottom Left Of The Texture and Quad

                // Left Face
                GL11.glTexCoord2f(0.0f, 0.0f);
                GL11.glVertex3f(-1.0f, -1.0f, -1.0f);   // Bottom Left Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 0.0f);
                GL11.glVertex3f(-1.0f, -1.0f,  1.0f);   // Bottom Right Of The Texture and Quad
                GL11.glTexCoord2f(1.0f, 1.0f);
                GL11.glVertex3f(-1.0f,  1.0f,  1.0f);   // Top Right Of The Texture and Quad
                GL11.glTexCoord2f(0.0f, 1.0f);
                GL11.glVertex3f(-1.0f,  1.0f, -1.0f);   // Top Left Of The Texture and Quad
        GL11.glEnd();
    }

    public static void main(String[] args)
{
    	FPCameraController app = new FPCameraController();
    	initDisplay(false);
		initGL();
		app.init();
		app.run();




	}
}