1. RE: Timer
- Posted by Brian Broker <bkb at cnw.com> Oct 01, 2002
- 392 views
Hi Chris, Search the Euphoria archives for 'ESE', an Event System for Euphoria by Jeffrey Fielding. He's also got a game library based on ESE. While I haven't actually used it myself, it sounds like it just might be what you're after. -- Brian Chris Saik wrote: > Hello all, > > I am writing a text-based game in DOS32 and am trying > to determine the best way to simulate real time. For > instance, in my game each action that the character > does takes a specified amount of time -- walking (ft > per second), firing a weapon (number of shots per > second, reload time), etc, for added realism. > > I am considering using a global timing procedure that > will execute commands entered by the user (currently > via keyboard) and display the results of those > commands every tick of the clock, if applicable. If > the user sits there and does nothing, then time will > continue to pass allowing opponents within the game to > reposition themselves, take cover, reload, etc. > > My question is, what in your opinion is the best way > to accomplish the timing procedure? > >
2. RE: Timer
- Posted by Chris Saik <csaik2002 at yahoo.com> Oct 02, 2002
- 397 views
Thanks Brian! I will certainly check it out. Chris --- Brian Broker <bkb at cnw.com> wrote: > > Hi Chris, > > Search the Euphoria archives for 'ESE', an Event > System for Euphoria by > Jeffrey Fielding. He's also got a game library > based on ESE. While I > haven't actually used it myself, it sounds like it > just might be what > you're after. > > -- Brian > > > Chris Saik wrote: > > Hello all, > > > > I am writing a text-based game in DOS32 and am > trying > > to determine the best way to simulate real time. > For > > instance, in my game each action that the > character > > does takes a specified amount of time -- walking > (ft > > per second), firing a weapon (number of shots per > > second, reload time), etc, for added realism. > > > > I am considering using a global timing procedure > that > > will execute commands entered by the user > (currently > > via keyboard) and display the results of those > > commands every tick of the clock, if applicable. > If > > the user sits there and does nothing, then time > will > > continue to pass allowing opponents within the > game to > > reposition themselves, take cover, reload, etc. > > > > My question is, what in your opinion is the best > way > > to accomplish the timing procedure? > > > > > > > >