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Game logic

Name: Anonymous 2010-05-16 5:18

How the fuck do they code games so that everything moves smoothly and at a consistent rate regardless of the speed of the machine you run it on, and still have tons of shit interacting with each other somehow?
Maybe I need to find a good open-source candidate to have a look at.

Also, I wish I knew the correct terms to describe what I'm talking about.

Name: Anonymous 2010-05-19 5:51

>>41
Well, that is complicated and hideous.  I'll just stick with QueryPerformanceCounter for now I guess. I hear it has a few problems, such as "If there's heavy bus traffic, on many, common chip sets, [...] this timer may suddenly jump between one and four seconds forward in time" but it is probably the least shitty solution for now.

And now that I know "Game Speed dependent on Variable FPS" is the correct solution I can work on my little test game to help me get all this sorted out.  Thanks again!

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