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 Organization: Customer of Planet Online Lines: 20 Message-ID: References: NNTP-Posting-Host: modem-34.bromine.dialup.pol.co.uk X-Trace: newsreader1.core.theplanet.net 910100207 2879 62.136.17.34 (3 Nov 1998 13:36:47 GMT) NNTP-Posting-Date: 3 Nov 1998 13:36:47 GMT X-Newsreader: MicroPlanet Gravity v2.10 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com In comp.os.msdos.djgpp, article , 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