How could I calculate the FPS of a canvas game application? I've seen some examples, but none of them use requestAnimationFrame, and im not sure how to apply their solutions there. This is my code:    (function(window, document, undefined){...
I'm using p5js to program an animation with a timer countdown.  I set my timer up to be updated each frame within an object that is being animated by the draw() function in sketch.  Because of this, setInterval() will not work for what I'm tr...
Hey I'm a first year student and I'd like to try making a simple 2D game on my website using html, javascript, css and php. I'm still writing out how I am going to do it but I get stuck on how frames per second are made, do they magically...
In my SVG based web application, a user can select a large number of shapes (even 800 or more) & move them about on the screen, which as one can imagine severely impacts the framerate. After reading the merits of requestAnimationFrame, I have bee...
I'm using Chrome to isolate the bottle neck in the animations of an app.  It shows that frames are taking about 20+ms which is too slow. But when I expaned the frame to see what's going in, it shows me a jQuery call taking 20+ms, but the actu...
I am messing around with the canvas element based off of tutorials online and have constructed the following page, here.  Here is my markup:  <!DOCTYPE html>  <html lang="en">     <head>         <meta charset="utf-8&#...
How can I tell if the canvas's slow performance is caused by the drawing itself, or the underlying logic that calculates what should be drawn and where?   The second part of my question is: how to calculate canvas fps? Here's how I did it, se...
This question is somewhat a child of this one - How to understand devtools timeline properly?  Now I have a different question about frames rendering. Not "what's happening", but "why it's happening".  Here is the picture:...
As the title says, how do you set a fixed frame rate of 25 fps for PixiJS?  Here is my setup:  g_App = new PIXI.Application(800, 600, { backgroundColor: 0x1099bb }); document.getElementById("canvas-div").appendChild(g_App.view);   I do not wa...
So I just changed my game update function to update alle movements depending on the difference between the actual FPS and the fixed game FPS.  For example I set my game to a fixed 60 FPS. If the actual FPS is 20 I calculate the difference like that:...

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