Name: Anonymous 2008-10-25 23:17
So I'm coding a game and trying to maintain a steady game speed (ie. framerate) and I found some Windows functions called QueryPerformanceCounter and QueryPerformanceFrequency.
Using these looks more reliable for controlling a game loop than say, clock() shit from
>If the installed hardware supports a high-resolution performance counter
I've tried it and it works 100% fine on my machine. But I'm wondering what sort of hardware would NOT support this? Is it likely that if I distributed my game that many users would not have the performance counter?
Using these looks more reliable for controlling a game loop than say, clock() shit from
time.h or something. The only problem is that I've seen this:>If the installed hardware supports a high-resolution performance counter
I've tried it and it works 100% fine on my machine. But I'm wondering what sort of hardware would NOT support this? Is it likely that if I distributed my game that many users would not have the performance counter?