realbasic-games
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Re: 3D Ball

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: 3D Ball
From: "Joseph J. Strout" <joe at realsoftware dot com>
Date: Fri, 30 Sep 2005 08:40:18 -0600
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <BF5DEAC8 dot F0E4%larsjensen at rcn dot com> <B948991C-9A3E-4B36-84BD-7C8C9BBA4BBB at nosrelo dot it> <a0620071ebf61ecfbc94d at [10 dot 0 dot 1 dot 4]> <71692343-28EA-496F-AF24-60F3F8673D93 at nosrelo dot it> <a0620072abf620856326a at [10 dot 0 dot 1 dot 4]> <04CAE345-A678-4F22-9CEB-BAC1E5961B3B at nosrelo dot it>
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.

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