Re: Timing
- Posted by Robert Pilkington <pilking at BELLATLANTIC.NET> Jan 08, 1999
- 506 views
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?