>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..

This would only be for code that requires smoother animation than 18.2Hz 
(which isn't particularly smooth, coming from a games point of view).

>if your code can't execute within the time of the first timeinterval.. it 
>can't possible run in both intervals..

Preventing this is what semaphores are (sema)for. :-)

IMO, I think it's probably more sensible (at this stage in time) to look 
upon the 18.2Hz tick as a fundamental constraint to build DHTML games 
around, rather than try to fix the whole platform via multiple threads.

1000 microseconds / 18.2Hz = 54.95, so I guess the basic unit of time would 
be:-

         window.setInterval("game_tick();", 55);

It may not be perfectly smooth, but it does at least provide a broadly 
portable development target (of sorts), which counts for a lot.

Cheers, .....Nick Pelling.....


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