Do you want to cap the rendering framerate at 60FPS or the animation framerate? Because when you use OpenGL and GLFW, you can just
GLFW.swapInterval $= 1 to cap the rendering framerate at the refresh rate of your monitor or LCD screen (usually 60Hz) On Tue, Apr 7, 2009 at 1:41 PM, Ulrik Rasmussen <[email protected]> wrote: > Hello. > > I am writing a simple game in Haskell as an exercise, and in the > rendering loop I want to cap the framerate to 60fps. I had planned to do > this with GHC.Conc.threadDelay, but looking at it's documentation, I > discovered that it can only delay the thread in time spans that are > multiples of 20ms: > > > http://www.haskell.org/ghc/docs/6.4/html/libraries/base/Control.Concurrent.html > > I need a much finer granularity than that, so I wondered if it is > possible to either get a higher resolution for threadDelay, or if there > is an alternative to threadDelay? > > I noticed that the SDL library includes the function "delay", which > indeed works with a resolution down to one millisecond. However, since > I'm using HOpenGL and GLUT, I think it would be a little overkill to > depend on SDL just for this :). > > > Thanks, > > Ulrik Rasmussen > _______________________________________________ > Haskell-Cafe mailing list > [email protected] > http://www.haskell.org/mailman/listinfo/haskell-cafe >
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