[gameprogrammer] Re: What is better

Whether I'm using C or C++, there's always some kind of loop.  I would think 
that even with a timer class, your application class is taking that information 
and implementing it internally in a loop.
So if you say myApp->addTimer(timer, callback) or myApp->setFrameTime(time) and 
then myApp->run(), the run member is doing the same thing as a while loop but 
the class is encapsulating it.  Presumably the addTimer member adds timer 
objects to a queue and each time run() processes a frame, that queue is 
examined for qualifiying events.  In the case of frame time, you can either 
sleep through the surplus time to match a framerate or you can scale all of 
your operations by the real frame time.
In any case, I would use a loop for this.  Having it in a class might just make 
it more managable.

I mostly dabble in proofs of concept though, so I'm interested in hearing what 
our more experienced readers think on the matter.

Vince~

--- On Mon, 11/24/08, yasser gonzalez <yassergs@xxxxxxxxxxxxxxx> wrote:
From: yasser gonzalez <yassergs@xxxxxxxxxxxxxxx>
Subject: [gameprogrammer] Re: What is better
To: gameprogrammer@xxxxxxxxxxxxx
Date: Monday, November 24, 2008, 6:23 PM



 
 

Hey, when you develop a game, what is more 
useful:
While loops or Timers?
 -- 

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