> 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 ---------------------------------------------------------------------- For information about J forums see http://www.jsoftware.com/forums.htm
