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Mail Archives: djgpp/1997/01/20/17:47:34

From: Tudor <tudor AT cam DOT org>
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Main Game Loop
Date: Mon, 20 Jan 1997 11:58:00 -0800
Organization: Communications Accesibles Montreal
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Message-ID: <32E3CE48.18B8@cam.org>
References: <3 DOT 0 DOT 32 DOT 19970119180029 DOT 0073fc64 AT dataplusnet DOT com>
Reply-To: tudor AT cam DOT org
NNTP-Posting-Host: dynppp-75.hip.cam.org
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To: djgpp AT delorie DOT com
DJ-Gateway: from newsgroup comp.os.msdos.djgpp

Michael Matczynski wrote:
> 
> Does anyone know of a place on the internet that tells how to
> structure the main game loop of computer game? Like what order the
> steps should be in (ie. what order to get input, draw sprites on the
> screen, do AI, etc...). Any help is appreciated.

Sorry I can't answer your question.
But what bugs me now is how to make a microkernel(a la DOOM) to simplifi
to the max the game loop.
So if your unit is too stupid and doesn't give you a quick answer you
won't freeze the game until it responds.With a microkernel,each unit is
a thread (my ideea,migth be wrong :) and when it finishes "thinking" it
gives you the result to update it's position.
So in a game loop you wud do just the rendering based on the info the
unit computes in the background.
Am I rigth or am I wrong?
Please tell me.
-- 
tudor 'at' cam 'dot' org
yoda69 'at' hotmail 'dot' com
http://www.cam.org/~tudor

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