Define the game's UWP app framework. The first step in coding a Universal Windows Platform UWP game is building the framework that lets the app object interact with Windows. Define the high-level state machine to enable player and system interaction. Learn how UI interacts with the overall game's state machine and how to create event handlers for UWP games. Define the main game object.
Now, we look at the details of the sample game's main object and how the rules it implements translate into interactions with the game world. Rendering framework I: Intro to rendering.
Rendering framework II: Game rendering. Learn how to assemble the rendering pipeline to display graphics. Game rendering, set up and prepare data. Add a user interface. Find centralized, trusted content and collaborate around the technologies you use most. Connect and share knowledge within a single location that is structured and easy to search. Even the menu is displayed with more than frames per second.
My problem is not that the game runs too fast. I already timed sprite animations and game logic using the QueryPerformanceCounter function. The actual problem is that the game calculates the same code numerous times without anything happening on the screen, therefore putting a massive load on my hardware. In what ways can I decrease the hardware load of my game?
I feel like using Sleep is "cheating". Thank to Damon for pointing me in the right direction, I looked into the present function. Everytime you enter the game loop calculate the time passed since the last time you entered.
If this time is below a given threshold just return without processing anything. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams? Collectives on Stack Overflow. Learn more. Ask Question. Asked 9 years, 7 months ago. It's written in C and works across many platforms, creating native windows and interacting with hardware using SDL while rendering content with OpenGL.
Please note this README will be continuously updated as new features are added, bugs are fixed, and other changes are made. View the release notes for a link to that version's documentation. Open an issue on GitHub if you encounter any problems, have a feature request, or simply want to ask a question.
Learn more about contributing below. To install the latest release After installing, run the simple2d simulator command to see available options for interacting with the iOS and tvOS simulators. Example Xcode projects can be found in the deps repository. Run the simple2d.
Everything will be explained along the way and you'll be prompted before any action is taken. To run the script from the web, paste this snippet in your terminal:. Once installed, use the simple2d command-line utility to update Simple 2D, check for issues, output the libraries needed to compile applications, and more. Simply run simple2d to see all available commands and options. Alternatively, you can compile and install Simple 2D from source. First clone this repo using:.
To keep the size of this repository small, Git submodules are used to reference test media and dependencies. The --recursive flag ensures submodules are initialize and updated when this repo is cloned. If you happened to clone this repo without the --recursive flag, you can still initialize and update submodules with:. Note that on macOS and Linux, the makefile will not check for or install dependencies, unlike installing via Homebrew or the simple2d.
The resulting executables will have the same name as their C source files. Each test also has a makefile target, so you can build and run tests using, for example, make test testcard. Save the code above to a file called triangle. Now run the app using. The simple2d build command is a helpful shortcut for compiling a single source file. Of course, you can also use a compiler directly, for example on Unix-like systems:.
All rendered content, input, and sound is controlled by the window, so creating a window is the first thing you'll do. The size of the viewport, the area where graphics are drawn in the window, can be set independently of the window size like so:. Set the mode like this:. Callback functions can also be changed any time — more on that below. The window loop is where all the action takes place: the frame rate is set, input is handled, the app state is updated, and visuals are rendered.
You'll want to declare two essential functions which will be called by the window loop: update and render.
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