> I've notice a ddraw.dll
>when running the game and once by accident I set my game timer to loop at
>300 fps instead of 30. My g3 @ 366 maxed out at some 50 or so fps, but my
>Windows box ran the ful 300 without breaking a sweat!
>Really! Are you sure? I don't think you can even make a Timer fire at 300
Hz.
I probably should have been a little more clear on the timer. It's not a
realbasic timer object.
It's really a tight loop that takes the microseconds on the start and the
checks microseconds again at
the end over and over until the desired interval of time has passed. When it
has, it executes the loop again.
BTW, is their a way to allow RB threads to sleep like in Java. In a game I
don't mind burning clock cycles, but
it would be nice sometimes to see how much CPU time I actaully really use.
On the Mac version I can sort of see this
by checking the interval time of the in minus out time of the loop, however
on windows it's 0 all the. This appears to be due to the fact that accuracy
of microseconds is less on Windows, and it also going quite fast.
KDD
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