🚀 go-pugleaf

RetroBBS NetNews Server

Inspired by RockSolid Light RIP Retro Guy

Article View: rec.games.programmer
Article #1514

Re: Controlling Game Speed

#1514
From: Michael Gardi
Date: Sun, 13 Dec 1992 12:53
13 lines
1186 bytes
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 
Technical Details
Message-ID: <Bz77tD.2rx@watserv1.uwaterloo.ca>
Path: arc1-ca.pugleaf.net!sparky!uunet!zaphod.mps.ohio-state.edu!wupost!cs.utexas.edu!torn!watserv2.uwaterloo.ca!watserv1!megardi
References: <1gdhqfINNqie@ub.d.umn.edu>

Show Full Headers
Complete Article Headers
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