At 4:25 PM +0200 9/30/05, Niccolo Zapponi wrote:
I've got a timer that checks every 30 milliseconds if I press any
button, but if I remove the update call from there, I don't see the
movement!
Right. Now you're timing just the "physics" of your game, all the
code that makes it go, without the rendering.
Everytime I push up-arrow or down-arrow, the ball and the camera go
forward or backwards and does the collision detection for all the
items.
Well, I suspect that's the problem then. If you really don't like
timing without updating the display, another way to separate these is
to disable the collision checking instead, and see if that makes your
game go fast even with a large number of objects.
Once you've pinpointed where the performance problem is, THEN we can
talk about ways to solve it. But first you have to nail down where
it is.
--
Joe Strout REAL Software, Inc.
Vote for REALbasic (twice!) in the LinuxWorld Reader's Choice Awards:
http://linux.sys-con.com/general/readerschoice.htm
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