title: Limiting FPS for my game
body: <p>Alright, i'm making a small game, and I need to limit my FPS, because, when I play on my really fast computer, I have around 850 FPS, and the game will go like, REALLY fast, and when I switch to my older computer, it goes alot slower, so I will need to limit my FPS to get this right. How do I limit my FPS?
  My main game loop: </p>
  
  <pre><code>    public void startGame(){
      initialize();
      while(true){
          drawScreen();
          drawBuffer();
          plyMove();
  
          //FPS counter
          now=System.currentTimeMillis(); 
          framesCount++; 
          if(now-framesTimer&gt;1000){
              framesTimer=now; 
              framesCountAvg=framesCount; 
              framesCount=0; 
          }
  
          try{
              Thread.sleep(14);
          }catch(Exception ex){}
      }
  }
  </code></pre>
  
  <p>How I draw the screen, and draw all of the other things, players, the ball, etc.
  The game is a pong remake, btw.</p>
  
  <pre><code>    public void drawBuffer(){
      Graphics2D g = buffer.createGraphics();
      g.setColor(Color.BLACK);
      g.fillRect(0,0,600,500);
      g.setColor(Color.GREEN);
      g.fillRect(ply1.getX(),ply1.getY(),ply1.getWidth(),ply1.getHeight());
      g.setColor(Color.RED);
      g.fillRect(ply2.getX(),ply2.getY(),ply2.getWidth(),ply2.getHeight());
      g.setColor(Color.WHITE);
      g.fillOval(ball1.getX(),ball1.getY(),ball1.getWidth(),ball1.getHeight());
      g.drawString("" + framesCountAvg,10,10);
  }
  
  public void drawScreen(){
      Graphics2D g = (Graphics2D)this.getGraphics();
      g.drawImage(buffer,0,0,this);
      Toolkit.getDefaultToolkit().sync();
      g.dispose();
  }
  </code></pre>