I've never given much thought on the timing subject so still
a bit in the dark here..few questions that popped in:

Is there any point in this? if your code can't execute within
the time of the first timeinterval.. it can't possible run in 
both intervals..

or are you splitting up your code so that one part runs in
the first interval and another part in the second?

If that's the case there are probably some hooks on what
to run (with screen-updating problems) in what timer right?
(eg.: scrolling of background should be synced with player
movement..but also keyevents should run in the same timer
unless you start buffering those events otherwise the 
controlls might start running out of sync with the game)

and will those 2 threads/timers always run correctly in the
same interval of each other? if they do that takes away 
some of the other problems I see with this..if they don't I 
still don't get the useability of this :)



Pascal Bestebroer ([EMAIL PROTECTED]) 
Software ontwikkelaar 
Oberon Informatiesystemen b.v. 
http://www.oibv.com 




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