Re: Best solution for game loop on OSX?
Re: Best solution for game loop on OSX?
- Subject: Re: Best solution for game loop on OSX?
- From: Alex Hall <email@hidden>
- Date: Mon, 16 Dec 2013 20:46:23 -0500
On Dec 16, 2013, at 8:06 PM, Seth Willits <email@hidden> wrote:
> On Dec 16, 2013, at 3:21 PM, Alex Hall <email@hidden> wrote:
>
>> I went ahead and used timers, just to get things off the ground. Many people seem to dislike them, but they work for me, for now anyway. It's really helpful to know about CVDisplayLink, though, if I ever implement graphics or need a more strict timing solution.
>
>
> This subject line is really misleading.
>
> Having no graphics at all makes a big difference. You would not implement a solution to your problem as you would "the best way" for a game, and the solution you need depends on your actual requirements.
For now it is only sound, but I plan on adding graphics (albeit basic ones) before the project is done.
>
> "update the position in small increments many times per second" —
> What does "many" mean to you? What level of accuracy do you need? How should this interact with the main thread, etc?
I'm not sure what sort of resolution sounds need compared to graphics to not be choppy or jumpy during panning or other adjustments. Since the plan is to incorporate graphics in the future, I figured I may as well do something that would work for both. For now, my main thread handles everything, though I may need to split things up at some point depending on how the project turns out. It is modular, though, so I can hook my loop to any mechanism pretty easily.
>
>
> --
> Seth Willits
>
>
>
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Have a great day,
Alex (msg sent from Mac Mini)
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