>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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