New game-Time-based movement?

This is a discussion on New game-Time-based movement? within the Game Programming forums, part of the General Programming Boards category; We are starting a new game , and I'm wondering how to implement time-based movement. Origionally the character zoomed around ...

  1. #1
    napKINfolk.com napkin111's Avatar
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    Question New game-Time-based movement?

    We are starting a new game , and I'm wondering how to implement time-based movement. Origionally the character zoomed around the screen. To give this a temporary fix I set it up so you can only move 1 time every 4 times it goes through the game loop. The problem is obvious, it goes as fast at the CPU can run through the loop (taking 99% CPU).
    I was wondering if any of you know techniques to add time-based movement.

    Thanks in advance

    //napKIN
    "The best way to get answers is to just keep working the problem, recognizing when you are stalled, and directing the search pattern.....Donít just wait for The Right Thing to strike you Ė try everything you think might even be in the right direction, so you can collect clues about the nature of the problem."
    -John Carmack

  2. #2
    I lurk
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    Here's a excerpt of how I implemented it.
    Code:
    if (!m_pause && m_lastupdate + speed < GetTickCount())
    {  
        m_lastupdate = GetTickCount();
        RenderScene();
        // Gey keys...
    }
    Pretty simple...

  3. #3
    napKINfolk.com napkin111's Avatar
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    What library is GetTickCount() in? Forgot to add I'm using C++ and SDL.

    //napKIN
    "The best way to get answers is to just keep working the problem, recognizing when you are stalled, and directing the search pattern.....Donít just wait for The Right Thing to strike you Ė try everything you think might even be in the right direction, so you can collect clues about the nature of the problem."
    -John Carmack

  4. #4
    Programming Sex-God Polymorphic OOP's Avatar
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    it's a part of the win32 API

    #include<windows.h>

  5. #5
    napKINfolk.com napkin111's Avatar
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    Thanks Eibro and Poly, I've successfully added pausing and time-based movement. The only problem is that it still eats up CPU time. Is there a command that tells it to wait for 10 milliseconds or something?

    Thanks,
    //napKIN
    "The best way to get answers is to just keep working the problem, recognizing when you are stalled, and directing the search pattern.....Donít just wait for The Right Thing to strike you Ė try everything you think might even be in the right direction, so you can collect clues about the nature of the problem."
    -John Carmack

  6. #6
    Banned frenchfry164's Avatar
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    I can tell you're using programmer-art. . I am so thankful that I can do comp graphics and I am a coder. I'm not the best in the world, but I can do some pretty good tiles, drawing them pixel-by-pixel then using photoshop to add filters and color grading.

  7. #7
    napKINfolk.com napkin111's Avatar
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    Heh, yeah, programming graphics would fit the bill . I just made some starter graphics (grass, hud, mud) to get my mapl-loader started and a the graphics person is remaking those and making higher quality ones.

    //napKIN
    "The best way to get answers is to just keep working the problem, recognizing when you are stalled, and directing the search pattern.....Donít just wait for The Right Thing to strike you Ė try everything you think might even be in the right direction, so you can collect clues about the nature of the problem."
    -John Carmack

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