Lucio, Yes, that was exactly what I wanted.
So in step I would handle 'world' processing, for instance unit "AI" processing or resource depletion, but I would handle it at my own rate, based on dt. ~Nick (Hordeling) On Jan 22, 5:32 am, Lucio Torre <[email protected]> wrote: > On Thu, Jan 22, 2009 at 9:41 AM, Facundo Batista > > > > <[email protected]> wrote: > > > 2009/1/22 Lucio Torre <[email protected]>: > > >> I dont quite get what you are trying to do, but usually the functions > > > Neither do I. > > > But it seems that Hordeling is used to the (old days) model where you > > were forced to do all your stuff in a fixed period of time, controlled > > by a main loop. If you did all your stuff in that fixed period of time > > or less, everything was ok. > > > Cocos2d is different (correct me if I'm wrong): the main loop will try > > to push frames as fast as it's needed... if you change your scene > > slowly it will use a slow framerate (not because of slowness, but > > because no more speed is needed). If you change your scene a lot, it > > will try to increase the framerate, as fast as the middle (your) > > processing allows it. > > But if you schedule a function, it will be called as fast as posible. > > Lucio. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
