Options available to the programmer in the main game loop

Can any of you please give me a little understanding of each of these four topics, I'm just a little confused by what he asks.

I have a good idea about what passive and active rendering is, and that using active rendering is more accessible for game programming.

I'm just not sure about the rest.


The time of the main game cycle is an important component of any computer game, since it affects the frame rate and physical calculations in real time, necessary for the game to work at realistic (or at least reproducible) speed. You need to familiarize yourself with the programming problems that affect this time, and write a report that covers the range of options available to the programmer. The following headings should be considered in your report:

  • The difference between active and passive rendering and an explanation of the preferred mode for the game program.

  • Separation of time between the stages of updating physics (or a game model) and the stages of updating graphics, as well as the explanation and analysis of their relative importance in the game, which includes real-time physics calculations.

  • Methods for achieving accuracy in real-time physics and explaining the tradeoffs that may be required for this.

  • Programming methods that you can use to try and keep the frame rate for graphic updates at a certain speed.


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