* David Powell [2010-06-11 16:09:55+1000]
> This is a slightly different issue, but isn't there a potential problem with
> threadDelay? I noticed that internally threadDelay uses gettimeofday() as
> the absolute time source (on linux at least). Isn't there potential
> problem with this since wa
yes "get time" comes from GLFW; that is get comes from OpenGL, time from
GLFW.
I think the time provided by GLFW has a very high resolution but is not very
accurate in the long run, which is not a real problem for games I guess
On Tue, Apr 7, 2009 at 6:09 PM, Duane Johnson wrote:
> The Hipmunk 2D
The Hipmunk 2D physics engine comes with a "playground" app which
includes the following function:
-- | Advances the time.
advanceTime :: IORef State -> Double -> KeyButtonState -> IO Double
advanceTime stateVar oldTime slowKey = do
newTime <- get time
-- Advance simulation
let slower =
On Tue, Apr 07, 2009 at 04:34:22PM +0200, Peter Verswyvelen wrote:
> Do you want to cap the rendering framerate at 60FPS or the animation
> framerate?
> Because when you use OpenGL and GLFW, you can just
>
> GLFW.swapInterval $= 1
>
> to cap the rendering framerate at the refresh rate of your mon
Do you want to cap the rendering framerate at 60FPS or the animation
framerate?
Because when you use OpenGL and GLFW, you can just
GLFW.swapInterval $= 1
to cap the rendering framerate at the refresh rate of your monitor or LCD
screen (usually 60Hz)
On Tue, Apr 7, 2009 at 1:41 PM, Ulrik Rasmuss
On Tue, Apr 07, 2009 at 04:01:01PM +0200, Peter Verswyvelen wrote:
> Are you on Windows? Because this might be because GHC is not using a high
> resolution timer for doing its scheduling, I don't know...
No, Ubuntu 8.10. That may very well be, I'm not that much into the
details of GHC.
I'm think
I think this is an RTS option.
http://www.haskell.org/ghc/docs/latest/html/users_guide/using-concurrent.html
On Tue, Apr 7, 2009 at 1:41 PM, Ulrik Rasmussen wrote:
> Hello.
>
> I am writing a simple game in Haskell as an exercise, and in the
> rendering loop I want to cap the framerate to 60fp
Hello.
I am writing a simple game in Haskell as an exercise, and in the
rendering loop I want to cap the framerate to 60fps. I had planned to do
this with GHC.Conc.threadDelay, but looking at it's documentation, I
discovered that it can only delay the thread in time spans that are
multiples of 20m
Hello Immanuel,
Monday, February 9, 2009, 3:42:24 PM, you wrote:
> Am I correct in assuming this program should run 100 secs?
> real 0m0.104s
may be, 100 msecs? :)
-- | Suspends the current thread for a given number of microseconds
-- (GHC only).
--
Best regards,
Bulat
2009/2/9 Immanuel Litzroth :
> Am I correct in assuming this program should run 100 secs?
>
No, you're off by a factor of a thousand. It's based on microseconds,
not milliseconds.
___
Haskell-Cafe mailing list
Haskell-Cafe@haskell.org
http://www.haskell.o
Am I correct in assuming this program should run 100 secs?
>import Control.Concurrent
>main = do
> threadDelay 10
Why do I get the folling result then?
ghc -threaded Main.hs -o delay
time ./delay
real0m0.104s
user0m0.001s
sys0m0.002s
Thanks in advance for all your wonderful
11 matches
Mail list logo