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