On Oct 14, 11:19 pm, Tristam MacDonald <[email protected]> wrote:
> On Wed, Oct 14, 2009 at 5:57 PM, Doeke <[email protected]> wrote:
>
> When you are providing keyboard/mouse events, that is pretty much the
> behaviour I would expect.
>
> schedule_interval doesn't seem to make any guarantees about how often you
> function will be called - and in general it can't.

I would have thought that it could 'catch up' by calling the function
more often when it finds that it is behind. Maybe this isn't practical
with however pyglet handles its scheduling.

> As I see it, there are three ways to reasonably deal with this:
>
> a) live with it, and deal with the issues it creates
> b) implement your own 'busy' run loop, and thrash the CPU
> c) use a real-time OS, and add real-time support to pyglet

The elegant nature of being able to schedule update functions in
pyglet looked quite appealing to me originally, but the more I think
about it the more pitfalls I see with the approach - especially if
regular input is harming logic update frequency to such an extent that
50fps drops to 30fps. Is there an example of implementing the typical
game loop with pyglet, and how it is (or isn't) compatible with the
scheduler?

--
Ben Sizer


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