[SDL] CPU usage

Lilith Calbridge lilith at dcccd.edu
Fri Feb 8 16:16:22 PST 2008


Can't say I agree with that.  Many are the times when I've left lengthy usenet downloads going in the background while I brought up a game.  Sure 'nuff the downloads dropped to a very noticeable crawl.

Lil

>>> On 2/8/2008 at 5:50 PM, "Alex Barry" <alex.barry at gmail.com> wrote:
> Hey,
>>From my experience as a game programmer, if you are designing a game that's
> fullscreen, you shouldn't ever worry about the CPU usage, considering there
> won't be any other programs in use while it's running.  If you really feel
> you need a delay, use SDL_Delay( 1 ) which will give up the smallest
> timeslice available, while still giving your program the most attention.
> Again, I can never stress enough that if you are making a fullscreen game,
> you should never *need* a delay
> 
> Alex
> 
> On Feb 8, 2008 5:22 PM, Solra Bizna <sbizna at tejat.net> wrote:
> 
>> On Feb 8, 2008 10:55 AM, Alvin <alvinbeach at gmail.com> wrote:
>> > Have a look at SDL_WaitEvent() and see if it fits into your program. If
>> you
>> > aren't sure, can you post an example of how you read/poll the events?
>> IMO, there's a pretty major gap in functionality between WaitEvent and
>> PollEvent. Carbon's WaitNextEvent has a timeout that you can set
>> appropriately, what we need is something like that for SDL. (Aside
>> from Edward's use case, events may not be the only thing the app wants
>> to block on.)
>> -:sigma.SB
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