From: Tudor Newsgroups: comp.os.msdos.djgpp Subject: Re: Main Game Loop Date: Mon, 20 Jan 1997 11:58:00 -0800 Organization: Communications Accesibles Montreal Lines: 29 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 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit 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 -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS d-(--) s(-):(+) a? C+ UL>++++ P L>+++++ E- W++ N o K---(----) w--- O---- M-- V-? PS+++ PE Y PGP t+ 5-- X+++>++++ R tv b+ DI D+ G e->++ h>++ r- y>+++++ ------END GEEK CODE BLOCK------