Alex Holkner wrote: > This is the easiest development model for an application/game > developer (it avoids bugs in which the developer forgets to invalidate > the window).
Seems to me there are two quite different ways of handling window refresh depending on the style of game: 1) There are no regularly sheduled updates; all changes in game state are driven by user input. In that case it makes sense to refresh the window every time an input event occurs. 2) Updates occur at a fixed rate driven by a clock. In that case, there is no need to refresh the window as soon as an input event occurs, because it will get refreshed on the next clock tick. It sounds like Pyglet is mixing up these two models, or at least making it easy for the programmer to confuse them. Perhaps there should be something explicit in the API for choosing between these two models, e.g. a set_frame_rate() call that simultaneously turns on regular update events and turns off automatic refreshing on every event. -- Greg --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
