RE: [GD-Windows] Catching Break Point event...
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From: Jon W. <hp...@mi...> - 2004-08-29 22:11:56
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I'm not sure you can get an event like that. However, what I do is to put an upper limit on the amount of time that I will progress based on real time between steps. I put a wrapper in front of the real time clock, and this wrapper adds an adjustable delta to the time actually returned. Then, in the main loop, I'll do something like: static double then = 0; double now = myClock.time(); double deltaTime = now - then; if( deltaTime > 0.1 ) { myClock.adjust( deltaTime ); deltaTime = 0.05; } ... advance animations by deltaTime ... double ClockClass::time() { return readRealClock() - adjustDelta_; } void ClockClass::adjust( double delta ) { adjustDelta_ += delta; } The side effect is that, if the frame rate falls lower than 10 fps, then animations will play in automatic slow-motion. However, this is somewhat useful -- I'll know for sure what the problem is when users report "things run in slow motion" ;-) Cheers, / h+ -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Tham Sent: Saturday, August 28, 2004 8:34 PM To: gam...@li... Subject: [GD-Windows] Catching Break Point event... Hi, How can my C# application receive an event (or any sort of notification) when it hits a break point? I need to be notified because i have a real time clock that drives my time-delta based animation and i need to stop it and resume it from where i left off to avoid driving my animation way ahead when i return. many thanks tham ------------------------------------------------------- This SF.Net email is sponsored by BEA Weblogic Workshop FREE Java Enterprise J2EE developer tools! Get your free copy of BEA WebLogic Workshop 8.1 today. http://ads.osdn.com/?ad_id=5047&alloc_id=10808&op=click _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555 |