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Re: fast, smooth updates

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: fast, smooth updates
From: John Balestrieri <mrjohn at tinrocket dot com>
Date: Wed, 23 Jul 2003 11:24:09 -0400
I took the frame controller methods used in the benchmark straight from my SuperSpriteSurface and 3d framework. Threads and tight loops are very fast there, so I would suggest in addition to testing different frame controller methods that you test the different graphics surfaces such as raw OpenGL to try and find the bottleneck.

John


On Wednesday, July 23, 2003, at 02:16 AM, nickdabner at optusnet dot com dot au wrote:

I thought as much. Sounds like some additional #pragmas may assist to control RB behaviour in this manner. Certainly something non-malicious such as "ignore mouse events" or "optimisefortightloop" where the specific needs could be
supported.

Any idea if it would be possible to ignore backgroundtasks, but yield or SMP other RB threads? Pigs might fly? Unsure of how things work when you get that low in
the system.

regards,

Nick

Frank C <pox at planetquake dot com> wrote:

I haven't done a controlled comparison, but a tight loop in RB is
just
about as fast as a tight loop in C (using immediate mode OpenGL at
least). Where things start to go off is when you introduce an event
loop - in C you have total control, so you can pick and chose what to

deal with and what to ignore, and how often to yield to background
tasks. In RB, you're a slave to the runtime.

Frank.

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