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Mail Archives: djgpp/1997/04/23/13:28:25

From: Christoph Kukulies <kuku AT gilberto DOT physik DOT rwth-aachen DOT de>
Message-Id: <199704231733.TAA18274@gilberto.physik.rwth-aachen.de>
Subject: Re: timer interrupt - sample code anyone?
In-Reply-To: <335E1793.7CB1@canvaslink.com> from Tom Grandgent at "Apr 23, 97 10:07:15 am"
To: tgrand AT canvaslink DOT com
Date: Wed, 23 Apr 1997 19:33:50 +0200 (MET DST)
Cc: kuku AT gilberto DOT physik DOT RWTH-Aachen DOT DE, djgpp AT delorie DOT com
Reply-To: Christoph Kukulies <kuku AT gilberto DOT physik DOT rwth-aachen DOT de>
MIME-Version: 1.0

[ - ] 
> 
> Wow..  I was just experimenting with that last night.  I needed
> to measure the number of milliseconds per frame of my game, so
> I made a 1KHz timer.  It wasn't quite enough, so I tried making a
> 10KHz timer.  (Both of these incremented a global 32 bit value.)
> The 1KHz timer had no apparent effect on the game, but the 10KHz
> timer knocked the framerate down from around 72Hz to about 68-69Hz.

Just curious: How did you know it *was* 72Hz? :-)

> (This was under Win95 though...)
> 
> Hope this helps,

Thanks. Allegro was pointed out by several people. I'll be looking
into it.


> 
> 	Tom Grandgent
> 	tgrand AT canvaslink DOT com
> 	Canvas Link, Inc.
> 

--
Chris Christoph P. U. Kukulies kuku AT gil DOT physik DOT rwth-aachen DOT de

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