I worked on underlying code that ended up in a few games from a company called MediaStation. "Extreme Tactics" and, er, "Rocky and Bullwinkle". The latter was a children's game that lacked physics...
Type: Posts; User: filker0
I worked on underlying code that ended up in a few games from a company called MediaStation. "Extreme Tactics" and, er, "Rocky and Bullwinkle". The latter was a children's game that lacked physics...
Be assured that if you write the game in this manner, with no rate limiting on the physical model, your game will be unplayable as machines get faster and faster. In modern "real-time" (vs. turn...
Exactly what I said. A delay. To limit the rate at which events occur. To allow for users (and in multi-user, networked games, other users) to react. If you run the physics at full CPU speed, the...
Not quite. If the loop contains a delay, the user input should be the first thing processed after the delay.
I'd probably use multiple threads (if possible), with the user input thread being the...