12-05-2008, 08:44 AM
In plain English:
The subroutine you posted has a timer check in it. That timer check would want to be in GameLoop rather than in it's own separate loop.
A good example of what a mess that makes is the server, where you have 4 or 5 different timers. It really messes up the timing, and it wasn't until I removed those that a lot of the annoying bugs I used to get sorted themselves out.
Now, having a separate timer doing some rendering isn't going to work. If, however, you want to keep calling the rendering subroutine from within the gameloop and have the separate loop only changing a variable, then that's fine.
For example, you keep 'BltSomething' in the gameloop, but in the separate timer you could have 'SomethingVariable = SomethingVariable + 1' or something.
Wow... my post made even less sense than Tyler's.
Sorry
The subroutine you posted has a timer check in it. That timer check would want to be in GameLoop rather than in it's own separate loop.
A good example of what a mess that makes is the server, where you have 4 or 5 different timers. It really messes up the timing, and it wasn't until I removed those that a lot of the annoying bugs I used to get sorted themselves out.
Now, having a separate timer doing some rendering isn't going to work. If, however, you want to keep calling the rendering subroutine from within the gameloop and have the separate loop only changing a variable, then that's fine.
For example, you keep 'BltSomething' in the gameloop, but in the separate timer you could have 'SomethingVariable = SomethingVariable + 1' or something.
Wow... my post made even less sense than Tyler's.
Sorry

Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?