RE: [GD-General] time
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From: Tom S. <to...@pi...> - 2004-02-21 03:20:53
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http://www.dallasigda.org/notes.htm You'll see a document called "Time in games" which are notes on a presentation done by Squirrel Eiserloh. It covers a lot about time in Win32 and the different methods he's used to tackle it. People may find it helpful. Tom > -----Original Message----- > From: gam...@li...=20 > [mailto:gam...@li...] On=20 > Behalf Of Brett Bibby > Sent: Friday, February 20, 2004 8:59 PM > To: Gam...@li... > Subject: [GD-General] time >=20 >=20 > Howdy, > I have been wrestling with time in my engine for some time=20 > now (no pun intended). I wondered how other people are=20 > handling time? Our game engine is specifically designed for=20 > PS2/Gcn, but it runs under Windows too. Specifically... >=20 > What are the different components that people are using? We=20 > currently have a single 32-bit time variable initialized to=20 > zero at startup and that's it. Each frame we either count=20 > v-blanks, use system ticks/timers or OS facilities custom for=20 > each platform to increment the global time value, usually=20 > stored in microseconds and rounded up to millisecond=20 > resolution for use in the engine. Works well and I have done=20 > this for every game engine I have developed so far. >=20 > Feels like a change may be warranted though as online gaming=20 > becomes more popular, since if the game was to run for many=20 > days it would overflow and timestamping may be problematic.=20 > So now I'm thinking of adding a time struct (different from=20 > ANSI C though) whereby we store the year, month, day, hour=20 > and minute, and second and also a conversion struct that says=20 > how many mins->hour->day->month->year so we can convert=20 > "real" time into game time. I can pack this into 64-bits, but=20 > then again a simple 64-bit timer using the old way to simply=20 > count ticks would also eliminate the overflow problem anyway=20 > and so I'm questioning the right thing to do. Also, I hoping=20 > to be able to use absolute time for certain things where we=20 > used to use delta times. What are people using for timestamps=20 > for online games? Does each game session reset the server=20 > session time to prevent eventual overflow? Or is a more=20 > robust timing mechanism used? Are people using microseconds?=20 > milliseconds? >=20 > Thanks, > Brett >=20 >=20 > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now!=20 > http://ads.osdn.com/?ad_id=1356&alloc_id438> &op=3Dick >=20 > _______________________________________________ >=20 > Gamedevlists-general mailing list=20 > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7 >=20 >=20 |