> However, for a video game with any more than
> rudimentary complexity, one would wish to separate "frames" (drawing the
> image to the screen) from "ticks" (computing the game logic). Preferably,
> ticks would happen at a constant rate per second, and then the remaining
> computation time would be spent rendering frames.

> Of course, J is *much* different than Java in many respects. "While" loops
> are frowned upon in this situation, because functional languages get hung
> up in the while loop until it is "finished;" however, for video games this
> "hanging up" seems to be exactly what is needed (without the side effects
> of freezing the terminal, of course).

If you are interested in programming rudimentary complexity video
games in a purely functional style, maybe you would like to spend an
hour or so reading this blog:  http://prog21.dadgum.com/37.html
If you are not, then spend a couple enjoyable days on it.

brgds, Marcelino
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