我希望我的游戏能够以固定的FPS在我家周围的多台计算机上运行。我有一个简单的问题:如何调试当前的fps
我正在这样调整我的fps:
SDL_Init(SDL_INIT_EVERYTHING);
const unsigned FPS = 20;
Uint32 start = SDL_GetTicks(); // How much time (milliseconds) has passed after SDL_Init was called.
while (true)
{
start = SDL_GetTicks();
if (1000 / FPS > SDL_GetTicks() - start)
SDL_Delay(1000 / FPS - (SDL_GetTicks() - start)); // Delays program in milliseconds
我认为应该调节我的fps。问题是,如何获得当前的fps?
我试过了
std::stringstream fps;
fps << 1000 / FPS - (SDL_GetTicks() - start);
SDL_WM_SetCaption(fps.str().c_str(), NULL); // Set the window caption
和
fps << start / 1000; // and vice versa
但是他们都没有给我我想要的东西。
最佳答案
试一下这个方块:
while(true)
{
// render
// logic
// etc...
// calculate (milli-)seconds per frame and frames per second
static unsigned int frames = 0;
static Uint32 start = SDL_GetTicks();
Uint32 current = SDL_GetTicks();
Uint32 delta = (current - start);
frames++;
if( delta > 1000 )
{
float seconds = delta / 1000.0f;
float spf = seconds / frames;
float fps = frames / seconds;
cout << "Milliseconds per frame: " << spf * 1000 << endl;
cout << "Frames per second: " << fps << endl;
cout << endl;
frames = 0;
start = current;
}
}
请注意,
uint / uint
将产生uint
,而uint / float
是float
。