From: "Dan Goodman" Newsgroups: comp.os.msdos.djgpp Subject: Frame rate Date: Sat, 25 Jul 1998 06:29:39 +0100 Message-ID: <901344523.17805.0.nnrp-03.9e989aee@news.demon.co.uk> NNTP-Posting-Host: fcbob.demon.co.uk Lines: 34 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk I don't know if this question would be better directed to rec.games.programmer, but that seems to have degenerated into DirectX and 3D recently. Anyway, Does anyone know of a neat way to make sure the game runs at the right speed regardless of the speed of the computer. Currently, my game runs at 1000fps if I use dirty rectangles, but 30fps with double buffering, so it is currently on double buffering so I can actually see what happens, otherwise the players just disappear of the screen the moment I touch a button. Currently my game loop looks like this: do{ Get player input Move players etc.. Draw frame } I was thinking that maybe you could store two copies of all the parameters that drawing the frame needs. Then you could have the draw frame bit as the main loop, and call the get player input and move players on a timer 50 times per second (for instance) and use one set of parameters for the input/move players bits, then copy that set into the other set before drawing each frame. But I think this would only work if your frame rate was higher than necessary, any ideas for a method which would work whatever the speed of the computer (i.e. too slow OR too fast)? The Allegro demo seems to have something like this in it, but without any specific documentation for it, I can't work it out. Thanks in advance, Dan