[gameprogrammer] Re: Fixed Rate Logic
- From: David Olofson <david@xxxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Thu, 7 Dec 2006 02:36:53 +0100
On Thursday 07 December 2006 01:59, Alan Wolfe wrote:
> Are you perhaps thinking about the infinite "mutual redraw
> recursion" that's easy to get in GUI toolkits when trying to
> implement smart refresh? :-)
>
> no, what's that, it sounds interesting!
Oh, it's very interesting indeed - especially when it happens while
the application has captured the input focus...! :-D
Basically, it's what happens when some widget causes another widget to
refresh, which in turn (incorrectly) causes the first widget to
refresh, which causes... You get the idea! :-)
This can generally be avoided by separating rendering from control
logic, so you can run logic first and then refresh things as needed.
Unfortunately, it's not always quite that simple in real life.
> Alot of great info, this is a great list thanks a bunch (:
No problem. :-)
//David Olofson - Programmer, Composer, Open Source Advocate
.------- http://olofson.net - Games, SDL examples -------.
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'-- http://www.reologica.se - Rheology instrumentation --'
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- References:
- [gameprogrammer] Re: Fixed Rate Logic
- From: David Olofson
- [gameprogrammer] Re: Fixed Rate Logic
- From: Alan Wolfe
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- » [gameprogrammer] Re: Fixed Rate Logic
- » [gameprogrammer] Re: Fixed Rate Logic
- » [gameprogrammer] Re: Fixed Rate Logic
- » [gameprogrammer] Re: Fixed Rate Logic
- » [gameprogrammer] Re: Fixed Rate Logic
- » [gameprogrammer] Re: Fixed Rate Logic
- » [gameprogrammer] Re: Fixed Rate Logic
- » [gameprogrammer] Re: Fixed Rate Logic
- » [gameprogrammer] Re: Fixed Rate Logic
- [gameprogrammer] Re: Fixed Rate Logic
- From: David Olofson
- [gameprogrammer] Re: Fixed Rate Logic
- From: Alan Wolfe