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.
J.
-----Oorspronkelijk bericht-----
Van: dirgames-l-bounces nuttybar.drama.uga.edu
[mailto:dirgames-l-bounces nuttybar.drama.uga.edu]Namens Benoit Martin
Verzonden: vrijdag 31 maart 2006 0:40
Aan: dirgames-l nuttybar.drama.uga.edu
Onderwerp: [dirGames-L] Is Director the right choice for
time sensitive
game
I am working on a game project where timing is very critical
to the game
play.
I need to keep my tempo's accuracy to a few milliseconds. I
started
experimenting with timeout objects and other methods using
_system.milliseconds but I can't seem to get any
consistency in time
intervals.
I know there have been many threads about miliseconds not
being accurate but
I need an honest opinion from people who had similar
experiences.
Before I get too far along in the development and get stuck,
I am wondering
if Director is the right choice. Are there methods to keep
up a tempo
accurately to a few milliseconds?
More info:
Game will be a Windows Projector so it won't be ran within
a browser
My testing was with basic looping with no logic but in the
final game, there
will be animations and sounds playing
Should I just go toward C++?
thanks
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