I need to finish a 2D game that started in another library and to ensure the best quality of code wanted to use the tpf to keep the game speed of any PC how can I do this?
You can override simpleUpdate(float tpf) on SimpleApplication or update(float tpf) on AppStates and Controls
You do not understand … I’m trying to use the tpf in a game without jMonkeyEngine
We understood it the way you wrote it.
Anyway, in Java you can look up the current timestamp via:
http://docs.oracle.com/javase/7/docs/api/java/lang/System.html#currentTimeMillis()
http://docs.oracle.com/javase/7/docs/api/java/lang/System.html#nanoTime()
(depending on your needed “resolution”)
I had an idea that can solve my question: to calculate the Time Per Frame (TPF) at the beginning of the game loop will start a thread that will be increasing 1 to a variable and the end of the game loop will terminate the thread so I will get as time went pro game sue the loop!
If only you could look at JME source code to see how it’s done…
Ho wait!
This is jme forum, so i guessed you were porting a game from another library to jme
But my question was how the tpf in jMonkeyEngine is done because I needed to use out of jME
Nehon you could not tell how it’s done in the tpf jME?