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Re^2: Time in games and multimedia



Hi Stephane,


SP> >> Animations must be timed in the strong way.
SP> >> That is,  independently of the frame rate.
SP> >
SP> > In such a system, alarm events would be checked possible on the
SP> > receipt of a signal like SIGALRM and freinds, or appon a call
SP> > to the equivilent of CheckCountDown().
SP>
SP> I have begun to implement such a mechanism in my Threads++ library (the

I suppose Threads++ is OO? I'm currently checking the signal/slot  
mechanism used in gtk-- whether it's can be used as main signal mechanism  
for PPlay layer O. Perhaps you should have a look at it, too  
(www.cs.tut.fi/~p150650/sigslot.html)


SP> >>   Maybe GSDK need a General Section.
SP> > YES.
SP>
SP> Yep, that's what penguinplay is for. Why don't you use anymore the
SP> graphics/sound, etc... mailing lists anymore for specific topics?

I generally dislike the current splitting in graphics/sound/network/input,  
because this can IMHO only be applied cleanly to Layer P.

Layer O contains many interdependent parts and parts totally unrelated to  
the above topics (just think of GUI and AI).

Perhaps we should find some better system - or simply use the general list  
for everything until the project is large enough to support a list for  
each (!) part.


Cu
        Christian


Christian Reiniger (Germany)
e-mail: warewolf@chris2.mayn.de