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
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