Mail Archives: djgpp/1997/01/20/21:41:09
Date: | Mon, 20 Jan 1997 20:23:26 -0600 (CST)
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From: | Andrew Deren <aderen AT eecs DOT uic DOT edu>
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To: | djgpp <djgpp AT delorie DOT com>
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Subject: | Re: Main Game Loop
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In-Reply-To: | <32E3CE48.18B8@cam.org>
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Message-ID: | <Pine.SUN.3.95.970120202201.10551B-100000@bert.eecs.uic.edu>
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MIME-Version: | 1.0
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Michael:
I just finished my first game using DJGPP, if you want I can send you the
source code and you can take a look at it. I used Allegro for it.
On Mon, 20 Jan 1997, Tudor wrote:
> 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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