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Article #1514Re: Controlling Game Speed
From: Michael Gardi
Date: Sun, 13 Dec 1992 12:53
Date: Sun, 13 Dec 1992 12:53
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I have a similar problem with a multiplayer game I am working on. Every machine running the game will be at varying speeds and have different video capabilities. One technique that seems to be panning out is to use the timer interrupt (18.2 times/second on IBM PCs) to recalculate the games underlying simulation model. I am doing this right in the interrupt service routine. The display is handled by a seperate "loop" that refreshes the video at whatever frame rate the machine is capable of. Both tasks are occuring asynchronously. Thus my 386/20 running at 6 frames/sec. shows me the same relative motions as my 486/33 running at 20 frames/sec.. Granted the 486 appears to be much smoother, but in all I am pretty pleased with the results. Mike
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arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!wupost!cs.utexas.edu!torn!watserv2.uwaterloo.ca!watserv1!megardiReferences:
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Newsgroups: rec.games.programmer Path: arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!wupost!cs.utexas.edu!torn!watserv2.uwaterloo.ca!watserv1!megardi From: megardi@watserv1.uwaterloo.ca (Michael Gardi) Subject: Re: Controlling Game Speed Message-ID: <Bz77tD.2rx@watserv1.uwaterloo.ca> Organization: University of Waterloo References: <1gdhqfINNqie@ub.d.umn.edu> Date: Sun, 13 Dec 1992 12:53:36 GMT Lines: 13