On 17-Apr-04, at 5:53 AM, Nick Lockwood wrote:
I was thinking of using a loop and do events with no thread but
the
whole Idea of this engine is that version 2 (maybe released by fall
with a
game I am working on) will support network play.
For what it's worth, I always thought using a timer was the way to go,
but in my experiments with doing OpenGL stuff lately, my project
performance went from around 25fps with a timer to 1000fps with a
tight loop.
Tight loop is the _only_ way to go if you need speed and/or smooth
animation. Although a timer/thread can give you a "steady" rate, the
display will jitter. Haven't got a clue why this happens, but drawing
at 30FPS from a tight loop looks twice as smooth as 30FPS from a
timer/thread. Contrary to what you wrote, a timer is just as
unpredictable as a thread; there's absolutely no guarantee a timer will
fire when it's supposed to.
Frank.
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