Calling nanosleep / usleep / whatever they use on Windows with a very tiny value is the same as telling the scheduler that now is a good time to interrupt. If you do not do this, it will interrupt when it damn well pleases the scheduler instead. Of course, it is likely to interrupt more, but that is the trade off.
I have tried fully event based graphics loops before, and always fell back on tightly written main loops instead. AFAIK, all 3D games use this, and I think for good reason, although I must admit that I am somewhat at loss to explain exactly why at the moment. - Per _______________________________________________ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev