Re: Timing
Here's my method:
tick_rate(25) -- Clock updates 25 time per second
procedure delay()
atom oldtime
oldtime = time()
while oldtime=time() do -- Wait until clock updates
end while
end procedure
while still_playing = 1 do
update_game_objects()
draw_next_gfx_frame()
..etc...
delay()
end while
The only problem with this method is that if the game loop takes more than
1/25th a second (or whatever tick_rate() is set to), then delay() will wait
until the next clock update, slowing the game down to half for that frame.
A better method would be some kind of frame skipper, that doesn't draw the
frame if calculating took to long, and skips to the next frame. (Like 3d
games nowadays do.) But I don't know how to do that... Anybody care to show
us?
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