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.
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