Mail Archives: djgpp/1996/09/10/19:49:20
| Xref: | news2.mv.net comp.os.msdos.djgpp:8491
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| From: | "Mark Fleig" <markfleig AT worldnet DOT att DOT net>
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| Newsgroups: | comp.os.msdos.djgpp
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| Subject: | Best use of timers.
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| Date: | 6 Sep 1996 10:27:17 GMT
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| Organization: | AT&T WorldNet Services
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| Lines: | 11
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| Message-ID: | <01bb9b3f$0a4109a0$LocalHost@apache.d51.lilly.com>
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| NNTP-Posting-Host: | 249.bridgeton-003.mo.dial-access.att.net
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| Mime-Version: | 1.0
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| To: | djgpp AT delorie DOT com
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| DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
|
Just getting started with DJGPP/Allegro/etcblahblah. So I know how to
create timers, and I know how to use them safely... I just don't know what
to use them for.
Could someone give me an overview of the best use for timers in a standard
game program. I imagine it's used to do all of the hard work and draw the
buffers, but only blit when the timer hits a particular tick. Am I close.
thanks,
-fleig
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