Article View: rec.games.programmer
Article #1508RE: Controlling Game Speed
From: Chris
Date: Sat, 12 Dec 1992 08:24
Date: Sat, 12 Dec 1992 08:24
18 lines
1345 bytes
1345 bytes
Hello
When timing a game it must be remembered that each 'cycle' of the
game might have varying durations due to the number of sprites/actors.
I guess an interrupt handler could solve this. However, there is a
built in timer number that is incremented by the 18.2*sec timer. It is
in low memory and can be utilized by using biostime from bios.h (for
speed reasons you could probably access the exact memory location (which i
forget right now)). There is one problem though, the timer gets reset at
midnight.
--
Chris Busch CBUSCH@ub.d.umn.edu
"C++ is the language of choice."
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be reguarded as a criminal offense." - E. W. Dijkista
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put burden on the programmer!"
"Don't ask 'why would you do that?' instead ask 'why wouldn't you do that?'"
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Path: arc1-ca.pugleaf.net!sparky!uunet!ogicse!flop.ENGR.ORST.EDU!gaia.ucs.orst.edu!umn.edu!news.d.umn.edu!ub.d.umn.edu!not-for-mail From: cbusch@ub.d.umn.edu (Chris) Newsgroups: rec.games.programmer Subject: RE: Controlling Game Speed Message-ID: <1gdhqfINNqie@ub.d.umn.edu> Date: 12 Dec 92 08:24:47 GMT Article-I.D.: ub.1gdhqfINNqie Distribution: world Organization: University of Minnesota, Duluth Lines: 18 NNTP-Posting-Host: ub.d.umn.edu