1. Real Time Programming
- Posted by JJProg at CYBERBURY.NET
Mar 01, 2000
-
Last edited Mar 02, 2000
I've been thinking of how to go about writing the real time strategy
game I proposed. Since it's a real time game, it will need some form of
multitasking. I've written cooperative multitasking libraries for
Euphoria, but this might be a problem when it comes to key presses,
mouse events, and network communications - especially the latter. I have
yet to figure out how to just read data from a socket without blocking
on either Windows or Linux. In winsock.e, I know there's the async
socket routines, but that uses callbacks, and since Euphoria is
non-reentrant, I don't know how to implement callbacks and constantly
run some code. If anyone has any insights for this, they would be greatly
appreciated.
Thanks,
Jeff Fielding
2. Re: Real Time Programming
----- Original Message -----
From: <JJProg at CYBERBURY.NET>
To: <EUPHORIA at LISTSERV.MUOHIO.EDU>
Sent: Wednesday, March 01, 2000 10:30 PM
Subject: Real Time Programming
> I've been thinking of how to go about writing the real time strategy
> game I proposed. Since it's a real time game, it will need some form of
> multitasking. I've written cooperative multitasking libraries for
> Euphoria, but this might be a problem when it comes to key presses,
> mouse events, and network communications - especially the latter. I have
> yet to figure out how to just read data from a socket without blocking
> on either Windows or Linux. In winsock.e, I know there's the async
> socket routines, but that uses callbacks, and since Euphoria is
> non-reentrant, I don't know how to implement callbacks and constantly
> run some code. If anyone has any insights for this, they would be greatly
> appreciated.
What about spawning hidden interactive processes to handle them?
Kat