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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 5:56

>>42
Already found something to help with the random jumps:
http://support.microsoft.com/default.aspx?scid=KB;EN-US;Q274323&;
Programs should watch for an unexpected jump by comparing the change in time as determined by successive calls to QueryPerformanceCounter  with the change in time as determined by successive calls to the GetTickCount  function. If there is a significant jump that is based on QueryPerformanceCounter(), but no similar increase that is based on GetTickCount, then it can be assumed that the performance counter just jumped forward. The code sample at the end of this article demonstrates how to do this.


So I can use GTC to make sure that QPC is in check, which is also simpler than having 3 separate kinds of timers to all have a vote (which is an idea I found on gamedev.net)

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