I forgot to mention my OS,

I'm using Mac OS X 10.5.8

On Aug 28, 12:41 am, Guillaume Simard <[email protected]> wrote:
> Hi everyone,
> In my current application, I am using
>
>     def update(dt):
>         # update stuff
>
>     pyglet.clock.schedule_interval(update, 1.0 / 60.0)
>
> and
>
>     @window.event
>     def on_draw():
>         # draw stuff
>
> for my basic "game loop" (drawing and updating the game). My needs are
> simple. I want "update" and "draw" to be called approximatively 60
> times per second.
> However, I've been having a lot of issues with this way of doing
> things even though the documentation seems to recommend it.
>
> First, if vsync is enabled, update will be called with varying
> timesteps. Even though it should be called around 60 times per second,
> I often end up with a call every 30th of a second and get an average
> update per second varying between 30 and 60.
>
> Disabling vsync fixes that issue and gives me a constant 60 update per second.
>
> Second, if I disable vsync, my draws per second (fps) become very
> high. Averaging around 400 fps.
> This is problematic since my extremely simple game now takes up over
> 80% of my cpu.
>
> I tried using pyglet.clock.set_fps_limit() but it doesn't seem to be
> doing anything.
>
> The recommended way of doing a "game loop" is simple and I can see the
> advantages. However, I'd like to have more control over it.
> Has anyone experienced similar problems ?
> Am I doing something wrong ?
>
> Thanks in advance for the help !
>
> --
> Guillaume S.
> guisim.com
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