> The game speed is determined by the amount of sleep > per frame. I that the saw sleep time at each loop is fixed (0.02). So game speed will depend on processor speed, since with a more powerful CPU frames will be computed quicklier? So we don't have (with the Simple branch) some way to say "I want my sprite to move 100 pixels *per second* on the left", except if we provide ourselves a time signal?
2010/5/18 Patai Gergely <patai_gerg...@fastmail.fm> > > Time has to be an external signal? > With the Simple version, yes. With the Param (and Delayed) versions it's > pretty much like the old one, where you have to pass something (delta > time being one possibility) as an additional parameter, and all stateful > and transfer nodes will see it. > > > I saw dow uses the Simple experimental branch, and I don't see how you > > synchronize elerea with GLFW (what is done by driveNetwork in the Chase > > and Breakout examples which use the main branch). > DoW doesn't use any notion of time for the game logic, so there's no > need to synchronise. The game speed is determined by the amount of sleep > per frame. > > Gergely > > -- > http://www.fastmail.fm - Access all of your messages and folders > wherever you are > > _______________________________________________ > Haskell-Cafe mailing list > Haskell-Cafe@haskell.org > http://www.haskell.org/mailman/listinfo/haskell-cafe >
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