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Thread: Is Director the right choice for time sensitive game




Is Director the right choice for time sensitive game
user name
2006-03-31 08:30:59
Johan Verhoeven wrote:
> Director isn't very good at this. You should detach
the frame rate from the ms (using timeout objects and use
time based animation instead of frame based), but that would
only get you so far and won't keep things stable.
>
> If you could go C++, then writing an extra that would
handle the time based stuff would certainly be a good idea.
I don't really see how writing code inside an xtra would
work anybetter 
then writing lingo.

To me it's a bit unclear what the original poster is after.
You can set 
the framerate to 999, or 200 orso, and draw as little
as possible onscreen. Your code will be able to run a lot of
times per 
second that way. The milliseconds has a pretty good
precision for me, it's just calling a systemlevel call and
passing 
trough the result..

There's probably an xtra out there that can give you even
more precise 
timing. I think I even wrote one once, in a profiling xtra.
not sure if that is still floating around somewhere..  
basically on a 
x86 cpu you can get a very high resolution timing.

Bye, Lucas
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