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Message-ID: | <34C15002.AC825327@usa.net> |
From: | "Howard Jay Johnson, Jr." <jay DOT johnson AT usa DOT net> |
Organization: | North Carolina State Univercity |
MIME-Version: | 1.0 |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Re: quake sky |
References: | <69pj0h$91l$1 AT newsd-154 DOT iap DOT bryant DOT webtv DOT net> |
Lines: | 14 |
Date: | Sun, 18 Jan 1998 00:42:20 GMT |
NNTP-Posting-Host: | usr8-dialup49.mix2.atlanta.mci.net |
NNTP-Posting-Date: | Sat, 17 Jan 1998 19:42:20 EST |
To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
You can use a system call and time(). Something like at the beginning of the game or at breaks in the action. readup on "system" and "time" in time.h That should get you going. jayjohnson AT rocketmail DOT com Jimi Hendrix wrote: > How do I make quake's moving skies? How would I make them sequenced > that the sky runs off your computer clock; so when its 10:00 P.M. the > sky is dark and when its 3:00 P.M. the sky is light? Id that hard to > do? > > P.S. I have Allegro...would that help? > > Thanks > > Jim
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