Split game loop and render in javafx simulation. ask question 2. i'm running a game/simulation on javafx and when i started it seemed reasonable to add an animationtimer to perform the tick updates. my entity's are composed of a polygon that holds their shape and position.. We cover another basic aspect of game development, which is the main loop, using a simple javafx app as an example. if you are curious about what threads i'm talking about, you can read about. Gamelooppart2. the gamelooppart2 is the driver or main javafx application that runs the game. this creates a gameworld object to be initialized and starts the game loop..
In retrospect it was probably not a good idea to give the animationtimer its name, because it can be used for much more than just animation: measuring the fps-rate, collision detection, calculating the steps of a simulation, the main loop of a game etc. in fact, most of the time i saw animationtimer in action … continue reading "using the javafx animationtimer". Go closer to a game loop. trigger a eventhandler that updates the scene more frequently and use it to check for intersections between circle and rectangles. when the rectangles reach the bottom, reset them to the top and change the colors..
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