Robert Bragg <[email protected]> writes: [..]
> I think in some game engines it is true that framerate variation can > have a severe impact on animations since some game engines actually > update animations in step with the framerate with a fixed progression of > game time. (E.g. you used to see this kind of thing with quake such that > animations could complete faster with a higher framerate) Great feature to have in clutter is externally driven master-clock for this kind of purposes! Externally driven master clock is also valueable when application is driven by another event loop implementation, say libev. This might be a quite tricky part integrating glib's event loop into libev. > Clutter doesn't do this though. Our animations are progressed when we > prepare for a new frame by explicitly seeing how much time has elapsed > since the last frame was drawn. This means that animations should > reliably elapse according to the progress of real world wall-clock time. [..] -- lg _______________________________________________ clutter-app-devel-list mailing list [email protected] http://lists.clutter-project.org/listinfo/clutter-app-devel-list
