On Wed, 18 Jul 2018 21:26:05 -0400 Ben Grasset <operato...@gmail.com> wrote:
> This is a massive oversimplification. Many *modern* game engines do not > even have the kind of loop you're thinking of. Please tell me where I can read up about those engines without cyclic executive? Are those engines interrupt driven or how are they working? Where is the gain in not having a loop? Keeping your timing consistent with just semaphores sounds like a nightmare to me and not a win. In the end the loop is in the OS (listening for events/interrupts) no matter what you do (except using a real time OS, but I don't know any console running on one (they run BSD) and PC gaming is Windows). I am little out of the loop (no pun intended) regarding game engines so which engines are *modern*? Unreal 5 does still have a loop and current Unity, too, so they seem to be old fashioned (contrary to me thinking they are modern). >> Outside the game loop you do not need such a 'high performance' anymore. >Says who? Mr. Common-Sense says that you can waste a few nano/milliseconds if you are outside a run and only updating (slow) user input and interface (menus). But he's not always right and eager to hear about situations where this time cannot be spent. R. _______________________________________________ fpc-pascal maillist - fpc-pascal@lists.freepascal.org http://lists.freepascal.org/cgi-bin/mailman/listinfo/fpc-pascal