Improving frame rate in SDL2 applications involves optimizing your game loop and handling resource-intensive tasks properly. Here are a few tips:
SDL_Delay()
to maintain a consistent frame rate.SDL_RenderPresent()
on specific rectangles rather than the entire screen.SDL_RENDERER_ACCELERATED
when creating the renderer.#include <SDL.h>
int main(int argc, char** argv) {
SDL_Init(SDL_INIT_VIDEO);
SDL_Window* window = SDL_CreateWindow(
"Frame Rate Example", 100, 100, 640, 480, 0);
SDL_Renderer* renderer = SDL_CreateRenderer(
window, -1, SDL_RENDERER_ACCELERATED);
bool running = true;
SDL_Event event;
const int targetFrameRate = 60;
// milliseconds per frame
const int frameDelay = 1000 / targetFrameRate;
while (running) {
auto frameStart = SDL_GetTicks();
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) running = false;
}
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
// Rendering code here
SDL_RenderPresent(renderer);
auto frameTime = SDL_GetTicks() - frameStart;
if (frameDelay > frameTime) {
SDL_Delay(frameDelay - frameTime);
}
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
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Step-by-step guide on creating the SDL2 application and event loops for interactive games