On Mar 4, 8:58 pm, "Alex Holkner" <[EMAIL PROTECTED]> wrote: > On Wed, Mar 5, 2008 at 2:13 AM, Ben Sizer <[EMAIL PROTECTED]> wrote: > > Do either of these methods guaranteed to get called as often as they > > would if you put them directly into your own game loop? > > There's no such guarantee -- if you're ignoring user input and > rendering something trivial to a single window (worst case for > EventLoop) you can measure a small performance degradation (you would > not notice it). For any app with non-trivial rendering, multiple > windows, or that responds to mouse events, EventLoop is either not > measurably different or is more responsive.
I guess what I was worried about is that interrupt-based scheduling is only as accurate as the resolution of the context switching on the OS you're on. Asking for something to be polled 75 times a second typically doesn't get you that many executions, due to sleep() calls overrunning and so on, whereas putting that in a loop that happens to be fast enough to execute 75 times a second would be fine. However, having just looked at clock.py, and seen the effort you've gone to in order to mitigate this (SetWaitableTimer on Windows, considering using busy-waits rather than overrunning), I'm reassured that it would probably work about as well as is possible. I look forward to testing it soon! Thanks, Ben Sizer --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
