[SDL] SDL Graphics Tutorials Run SLOW for Modern PC

Paulo V W Radtke pvwradtke at sympatico.ca
Mon Dec 20 20:51:54 PST 2004


> Isn't that overstated?  If you get too few frames a second, you might not even
> see an event happen, or won't see everything that happened, or at least
> possibly have difficulty interpolating where there object *should* be at the
> moment, etc..  Besides, my objective is not to communicate the visual speed at
> which an object should travel, but to actally make that object travel along
> that trajectory in a smooth, easy to follow, nice-looking fashion.

	And you can't do it. When running on multitasking systems, either 
Windows, *nix, Mac OSX, every time the OS does something, it eats away 
cycles from your game. It's easier to notice it when the system swaps to 
the disk, for instance. You won't be able to run smooth on these 
situations, no matter what you do, you can't control the programs the 
end user runs in the background.

	The best you can do is to keep track of time to keep things smooth and 
at constant speed so that, in the event something happens, you slow down 
the game to avoid losing precision. This is the most you can do. Unless 
you write games "on the metal" for DOS, which is not feasible nowadays.

	Best regards,

	Paulo V W Radtke

http://blog.chienloco.com
http://www.chienloco.com




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