Re: [Jprogramming] Running a video game loop

2014-08-30 Thread mvillarino
> However, for a video game with any more than > rudimentary complexity, one would wish to separate "frames" (drawing the > image to the screen) from "ticks" (computing the game logic). Preferably, > ticks would happen at a constant rate per second, and then the remaining > computation time would b

Re: [Jprogramming] Running a video game loop

2014-08-29 Thread Raul Miller
Actually, thinking about this - you could reduce average wait time (if that is significant) by introducing a third instance which does nothing but relay messages. (You could pilot this using a file or two, to represent the middle layer, but that could introduce occasional errors with partially wri

Re: [Jprogramming] Running a video game loop

2014-08-29 Thread 'Pascal Jasmin' via Programming
PM Subject: [Jprogramming] Running a video game loop Hello to all on the forum! If any you happen to know Mr. (Henry) Rich, I'm one of his students. The most direct way to create a constantly updating screen in J is to run the relevant gl2 commands in a sys_timer verb, set to repeat at a certain

Re: [Jprogramming] Running a video game loop

2014-08-29 Thread Eric Iverson
Latest version of JHS supports timer events which would allow interesting web game apps. On Friday, August 29, 2014, Neill Robson wrote: > Hello to all on the forum! If any you happen to know Mr. (Henry) Rich, I'm > one of his students. > > The most direct way to create a constantly updating scr

Re: [Jprogramming] Running a video game loop

2014-08-29 Thread Joe Bogner
Hi Neill Here are a couple links that may be of interest I agree with Bill that a loop makes sense. Sockets may ne unnecessary. Pascal's task scheduler can be used without sockets and it basically acts as a cooperative scheduler http://www.jsoftware.com/jwiki/PascalJasmin/OOP%20scheduler%20and%2

Re: [Jprogramming] Running a video game loop

2014-08-29 Thread Raul Miller
What I think you want to do here is run two instances of J. One instance for your "ticks" and the other for your "frames". Sockets would be a way for these instances to communicate. Loosely speaking: one of the instances would be a "web browser" and the other would be a "web server" (but the comp

Re: [Jprogramming] Running a video game loop

2014-08-29 Thread bill lam
I can see nothing wrong with using explicit loop in J in the context you described. I suggest you translate java into j to get a working prototype first. On Aug 30, 2014 7:23 AM, "Neill Robson" wrote: > Hello to all on the forum! If any you happen to know Mr. (Henry) Rich, I'm > one of his stude

[Jprogramming] Running a video game loop

2014-08-29 Thread Neill Robson
Hello to all on the forum! If any you happen to know Mr. (Henry) Rich, I'm one of his students. The most direct way to create a constantly updating screen in J is to run the relevant gl2 commands in a sys_timer verb, set to repeat at a certain interval by the window driver. However, for a video ga