Mastering the A-Frame Game Loop: Tips for Separating Logic and Rendering

Currently, I am experimenting with A-Frame and my Quest 2 headset in order to create a simple VR game. One particular challenge I am facing is understanding how to separate logic from rendering and establish a proper game loop. After discovering this tutorial...

https://medium.com/@mattnutsch/tutorial-how-to-make-webxr-games-with-a-frame-eedd98613a88

...that demonstrates a non-OOP style A-Frame game, which was helpful given my past experience with basic C game programming. However, I am struggling to figure out how to create a basic game loop within the same non-OOP style that effectively separates game logic from rendering. I attempted to develop a game without considering the implications of lower FPS scenarios and the challenges posed by variable refresh rates on a Quest 2 headset, resulting in issues related to home-made movement mechanics being tied to rendering capabilities. In particular, my ball throwing mechanic suffers from problems due to intertwined logic and rendering.

To showcase my problem, I have created a very basic bouncing ball demo on JSFiddle...

https://jsfiddle.net/mikegyoung/gny1w7mu/1/

I am specifically uncertain about the section around line 115...

`

// game loop
AFRAME.registerComponent('game-loop', {
    init: function () {
        this.throttledFunction = AFRAME.utils.throttle(this.gameLoop, gameLoopSpeed, this);
    },
    gameLoop: function () {

    },
    tick: function (t, dt) {            
        this.throttledFunction(); // called every frame.
    } 
});

`

In this setup, there is a bouncing ball inside a cube, and additional random triangles are added to simulate low FPS conditions. When moving using WASD keys and looking only at the ball while avoiding the triangles, the speed of the ball increases when the FPS is higher. My main concern is how to decouple logic from rendering so that the ball moves consistently regardless of FPS variations. I seem to be missing something programmatically significant here due to my limited JS skills. Appreciate any insights!

I have explored other examples of proper game loops in A-Frame, particularly focusing on the non-OOP style that I find more comprehensible as a beginner, but have not been successful. While I have worked on basic 2D game development with JS and HTML5, following the guide from Mozilla Developer Network Web Docs...

https://developer.mozilla.org/en-US/docs/Games/Tutorials/2D_Breakout_game_pure_JavaScript

...A-Frame seems to present a more abstracted approach. Any guidance would be greatly appreciated!

Answer №1

After careful consideration, I have determined that transitioning to using three.js from the beginning is the most advantageous path. In my quest for knowledge, I came across a highly informative example in response to another inquiry on Stack Overflow...

WebXR controllers for button pressing in three.js

Thus far, I have experimented with creating a throwable, bouncing ball, separating logic and rendering, drawing inspiration from resources like this one...

...and delved into developing a HUD for debugging purposes...

https://jsfiddle.net/f7oa6r0t/

Refer to line 296 for HUD snippets
Refer to line 430 for game loop snippets

Although my additions may be basic and perhaps not executed perfectly, they serve as a starting point for crafting more imaginative creations.

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