本文介绍了除了使用 NSTimer 之外,在 iPhone 上创建游戏循环的更好方法是什么?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在 iPhone 上编写游戏.我目前正在使用 NSTimer 来触发我的游戏更新/渲染.问题在于(在分析之后)我似乎在更新/渲染之间失去了很多时间,这似乎主要与我插入 NSTimer 的时间间隔有关.

I am programming a game on the iPhone. I am currently using NSTimer to trigger my game update/render. The problem with this is that (after profiling) I appear to lose a lot of time between updates/renders and this seems to be mostly to do with the time interval that I plug into NSTimer.

所以我的问题是使用 NSTimer 的最佳替代方法是什么?

So my question is what is the best alternative to using NSTimer?

请为每个答案选择一个.

One alternative per answer please.

推荐答案

你可以通过线程获得更好的性能,试试这样的:

You can get a better performance with threads, try something like this:

- (void) gameLoop
{
    while (running)
    {
        NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
        [self renderFrame];
        [pool release];
    }
}

- (void) startLoop
{
    running = YES;
#ifdef THREADED_ANIMATION
    [NSThread detachNewThreadSelector:@selector(gameLoop)
    toTarget:self withObject:nil];
#else
    timer = [NSTimer scheduledTimerWithTimeInterval:1.0f/60
    target:self selector:@selector(renderFrame) userInfo:nil repeats:YES];
#endif
}

- (void) stopLoop
{
    [timer invalidate];
    running = NO;
}

renderFrame 方法中,您准备帧缓冲区、绘制帧并将帧缓冲区呈现在屏幕上.(PS 有一篇很棒的文章介绍了各种类型的游戏循环及其优缺点.)

In the renderFrame method You prepare the framebuffer, draw frame and present the framebuffer on screen. (P.S. There is a great article on various types of game loops and their pros and cons.)

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10-23 17:25