From: Artiste on t. W. <a1...@So...> - 2000-09-02 07:08:26
|
Sven Goethel wrote: > Virgil Wall wrote: > > > Really ? > > > I thought that even 50ms precision should be enough > > > -> about 20 fps (more or less :-) ! No, for a game, 30 fps is the minimum ! And it's often quickier 50 - 60 - ... 100 ! > > The visual quality of using the more precise clock is pretty apparent in > > some situations. The human eye is pretty good at catching "glitches" in > > anticipated motion. Pretty much any commercial game uses more accurate > > timing. Personaly i use the average time of the ten last rendering, returned by System.currentTimeMillis(), but i know your way is better... Such a time function will be very interesting. > > By the time I'm done, I'm also probably > > going to be using DirectInput on windows (so I can poll the keyboard > > directly and use a force feedback joystick). I might also use > > directsound.... So, a native timing function is the least of my concern. > > > > Puhh ... > Well, this looks very native .. may be not interesting. > But all the parts, like timing funcs etc. :-), are portable .. I think that for changing screen resolution or joystick, SDL (free) is better than directX because of its portability (at least window + Linux, i'm not sure for Mac). A11W |