your pal Kaive

House of Tail Pathfinding and Framerate Test

November 12, 2018 in Games, House of Tail

screenshot of pathfinding and framerate test for house of tail

Download test game here

Quick game I made to test several things:

  • fps, aiming for 60
  • pathfinding, for dungeon movement
  • delta, what online games use so game time always runs consistently regardless of the fps

You’re welcome to give it a try. Thought it’d be cool to post.

*** nerd alert talk below ***

In theory, to get MAX FPS, fullscreen + turn off grid + press 5 to max out desired framerate. This is the ideal starting point. My computer hits 174 fps, am sure you can beat me. From here, you can stress test: press up or right to create sprites until the FPS drops below 60. My computer takes 129 (complex multi-part + animating) sprites or 2,100 small (single-image) sprite objects.

Delta is the time, shown in seconds here, between screen refreshes. In theory, this means if you move the character or look at an animation, it will take the same amount of time as it would if the fps were any other number. I think this is the ultimate solution regarding slower computers. I had wanted to code two separate ‘behind the scenes’ handles for 60fps and 30fps, and add a toggle in the options, but with this way, the game will simply appear the same regardless the fps.

Full screen is 1080 resolution, windowed is 720. The current HoT release is 720 only. If you’re like me, you’re not a fan of the blurry text when in fullscreen due to the stretching. This way, everything will be crisp… until we all get super 4k HD mega-monitors :/

Also of note, curious if anyone has a monitor refresh rate of something other than 60 hertz. I have read this can cause tearing if the fps is out of sync, but I’m sure newer drivers and monitors sync this to where it’s a non-issue. You may notice screen tearing anyway (horizontal line where the screen updates are not sync-ing) as making sure this never happens costs too much processor framerate, so it’ll be our little secret ‘feature’ between us.

Pathfinding is simple grid based, as I don’t have time to code in something more complex. I think this works well enough. The idea is when your character stops, if you’re near an object, a pop up will appear and click that to interact. Try to break it, like seeing if the character will walk through walls or get stuck… seems bulletproof to my attempts.

*** end nerd talk, begin informal barks ***

still hyped about this game. don’t want to build up expectations, but i think you’ll be pleasantly surprised. we’re getting a full-experience furporn rpg adventure, the likes of which we usually only see in text or pixel graphic games. they told me never to make rpgs as it takes forever but damn, just want to play more furry ones, so here we are.