[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: Question about timing



Erik wrote:

> > c) is precise enough (I think) - but I am worried about portability and
> >    overrun. And, this is only for my process, correct?
> 
> It is spec'd as measuring time since the beginning of the program.
> It's the one I suggest if you just want to normalize game time, so it
> doesn't run too fast to play on some machines and too slow to play on
> others. I'm not sure what you need precise time for, if you need a
> precise real world date/time, then this function may not be suitable.
> If you just need to know how long a frame took to render or something,
> this is probably the easiest and most portable way to do it.

This is written in the man page as the processor time used by the
program. This doesn't sound clear to me: is that the CPU time used or
the wall clock time (the cycle counter in the CPU)? This makes a HUGE
difference!

> yeah, you've overlooked some, but they're not very important :) I
> wrote a small lame tutorial that might be what you're looking for,
> it's been waiting for the new site to get into place... if you wanna
> look over it, it's at http://math.smsu.edu/~br0ke/gamedev/timer/.
> It's probably nothing new since you've already looked at the
> functions...

Access is refused...

-- 
Pierre Phaneuf
Systems Exorcist

---------------------------------------------------------------------
To unsubscribe, e-mail: linuxgames-unsubscribe@sunsite.auc.dk
For additional commands, e-mail: linuxgames-help@sunsite.auc.dk