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Mail Archives: djgpp/1998/11/03/08:41:41

From: arganoid AT fatal-design DOT com (Andrew R. Gillett)
Newsgroups: comp.os.msdos.djgpp
Subject: Re: Compensate speed in a game....
Date: Tue, 3 Nov 1998 13:36:24 -0000
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In comp.os.msdos.djgpp, article 
<wd3%1.6138$8W4 DOT 7661765 AT nntpserver DOT swip DOT net>, Sunnvius (keso-
98 AT swipnet DOT se) wrote:
> I´m able to find out the fps, but what should I do to compensate
> the speed if a person is runnin' with a very fast (or slow) computer?

You have to make an interrupt which increases a variable every 60th of a 
second (or whatever the monitor frequency is). Then you have two lots of 
code - the code that does movement processing, and the code that draws 
the graphics. Set your timer variable to zero and start the interrupt. 
The movement code should run and reduce the timer value by one. This 
should loop until the timer value is zero. Only then should you draw the 
graphics. Once you've drawn the graphics, the interrupt may have happened 
several times, so the aforementioned loop should run through the movement 
code until it has 'caught up'.

-- 
Andrew Gillett
http://argnet.fatal-design.com/
ICQ: 12142937

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