123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|429|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Blitz -> CreateTimer and WaitTimer

Sun, 04 Mar 2007, 13:59
mike_g
When I want to control the speed that my prog runs at I use CreateTimer and WaitTimer. I have seen people before moan about how bad this is. I was just wondering why? Coding a timer wouldent exactly be hard but is there really a benefit to it?
Sun, 04 Mar 2007, 14:19
magicman
i dont find anything wrong with it, it dosnt work in blitzplus, but its great in blitz3d were it works. and of course theres a benefit, with it people with really fast computers will be able to run your program at the speed it is suppose to be run at.

-=-=-
Stuff... Yeah...
Sun, 04 Mar 2007, 14:56
Jayenkai
There's nothing really wrong with timers, per say. But if you have an instance when you could wait around for 10 mills, why not use up those 10 mills instead, working out a bit of AI in advance, or figuring out some physics stuff. Use the mills wisely, and you get better gameplay in the end.

Another tip, gameplay shouldn't really be limited to the speed of the graphics. The reason the Wii controller feels great is that (according to the "Iwata Asks" stuff) the controller is working away at 200+fps, whilst the gameplay's still at 60. This makes it feel much smoother.

If Quake's gameplay runs at 200fps, but the graphics are 30, would you really notice the graphics being stuck at 30?

-=-=-
''Load, Next List!''