Quote: "actually, i can see your point if the code is time driven, but my games work on a frame by frame basis, not time. you could also use the automatic syncing in apps like STOS on the atari. but the same redraw during a scan takes place. it is common policy for games writers to update their game world AFTER all drawing operations are complete, in most cases this is the standard and accepted way of doing things.
this is the very essence of page flipping. flip when finished. it's like in blitz too
in your loop you update the world, then render the world, then flip the buffers.
Uliimately the best way forward, would actually be a step backward to the standardised refresh rates of yesteryear. then all you would need is a wait vbl command.
"
now you are starting to see the big picture... verrrrrry good geecee, there's hope for you yet...
@ cashcurtis...
you see... i knew you were the one on medication... but i won't make fun of your condition... that's not me...
Quote: "First of all, bring your ass next to me and see what happens. How do you plan to get on base anyway?"
only if you want to meet me curtis... i'm no stalker...
and trust me... i can get on base, and trust me, nothing would happen to me if i did bring my #$$ next to yours... besides, i would only meet you if you agreed to it anyways... you seemed to want to compare pecs and do a lil heavy lifting... but now you are coming up with this disability story and all... i doubt if it would really be much of a competition...
a young diabetic boy and an old perfect human speciman like myself
but hey... if you're ever in upstate NY, and you wanna get together... just lemme know...
@ simsmall...
Quote: "Red October, I'm not in anyway agreeing with your initial posts of using sync off, what I'm saying is "as well as manual sync, to make a game run the same on all machines add something that updates your 3D positions (what I've been calling my ticker)""
i'm not trying to say that you are agreeing with me... all i'm saying is that you laid out the truth clear and simple...
some like to sync... some don't... for whatever their reasons are...
like i said in the posts above, there are circumstances where a sync might provide the solution... but in general, todays hardware is fast enough to let your game run at a constant sync rate... at least that's the way i see it...
others might see it differently... your post, hopefully, provided a clear picture...
--Mike