Gamasutra Feature Articles: Getting High Precision Timing on Android

Gamasutra Feature Articles
Gamasutra Feature Articles

Getting High Precision Timing on Android
Jun 6th 2012, 04:00
The passage of time in interactive software is a frantic phenomenon. Let's think about an OpenGL ES game running at 60 frames per second (quite common on an average Android smartphone); we have only 16 milliseconds between two frames, this means that all the magic behind the rendering of a frame happens in this time slice. Between two frames exists a different world, where the concept of time has a totally different meaning; in this ...
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