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https://github.com/SashLilac/cambridge.git
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Merge pull request #17 from nightmareci/master
Improved latency and performance
This commit is contained in:
commit
ae1231c47a
91
main.lua
91
main.lua
@ -55,44 +55,6 @@ function initModules()
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return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
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return tostring(a.name):gsub("%d+",padnum) < tostring(b.name):gsub("%d+",padnum) end)
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end
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end
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local TARGET_FPS = 60
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local SAMPLE_SIZE = 60
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local rolling_samples = {}
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local rolling_total = 0
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local average_n = 0
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local frame = 0
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function getSmoothedDt(dt)
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rolling_total = rolling_total + dt
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frame = frame + 1
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if frame > SAMPLE_SIZE then frame = frame - SAMPLE_SIZE end
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if average_n == SAMPLE_SIZE then
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rolling_total = rolling_total - rolling_samples[frame]
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else
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average_n = average_n + 1
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end
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rolling_samples[frame] = dt
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return rolling_total / average_n
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end
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local update_time = 0.52
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function love.update(dt)
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processBGMFadeout(dt)
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local old_update_time = update_time
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update_time = update_time + getSmoothedDt(dt) * TARGET_FPS
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updates = 0
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while (update_time >= 1.02) do
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scene:update()
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updates = updates + 1
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update_time = update_time - 1
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end
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if math.abs(update_time - old_update_time) < 0.02 then
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update_time = old_update_time
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end
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end
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function love.draw()
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function love.draw()
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love.graphics.setCanvas(GLOBAL_CANVAS)
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love.graphics.setCanvas(GLOBAL_CANVAS)
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love.graphics.clear()
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love.graphics.clear()
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@ -308,3 +270,56 @@ function love.resize(w, h)
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GLOBAL_CANVAS:release()
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GLOBAL_CANVAS:release()
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GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
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GLOBAL_CANVAS = love.graphics.newCanvas(w, h)
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end
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end
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local TARGET_FPS = 60
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function love.run()
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if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
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if love.timer then love.timer.step() end
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local dt = 0
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local last_time = love.timer.getTime()
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local time_accumulator = 0
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return function()
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if love.event then
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love.event.pump()
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for name, a,b,c,d,e,f in love.event.poll() do
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if name == "quit" then
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if not love.quit or not love.quit() then
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return a or 0
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end
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end
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love.handlers[name](a,b,c,d,e,f)
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end
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end
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if love.timer then
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processBGMFadeout(love.timer.step())
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end
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if scene and scene.update and love.timer then
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scene:update()
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local frame_duration = 1.0 / TARGET_FPS
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if time_accumulator < frame_duration then
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if love.graphics and love.graphics.isActive() and love.draw then
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love.graphics.origin()
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love.graphics.clear(love.graphics.getBackgroundColor())
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love.draw()
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love.graphics.present()
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end
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local end_time = last_time + frame_duration
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local time = love.timer.getTime()
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while time < end_time do
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love.timer.sleep(0.001)
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time = love.timer.getTime()
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end
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time_accumulator = time_accumulator + time - last_time
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end
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time_accumulator = time_accumulator - frame_duration
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end
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last_time = love.timer.getTime()
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end
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end
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