What strikes me about rev is that it's harder to manage a flow of things from a main loop. For example, a game might have a particular loop for overall control which steps through all the required stages and then draws a new frame, starting the whole thing off again. How would you best manage a game in rev? Would you have a loop off a 'start game' button which could only be interrupted by the quit action? Just wondering how others have approached laying out games and such programs?

I would use the "send in time" structure. Have your main game loop in a single handler. Starting the game would call this main loop, which could look something like this:

on mainGameLoop
  -- draw screen etc

  send "mainGameLoop" to me in 1 tick
end mainGameLoop

The "send" command is non-clocking, so any user input can be seen & processed in other handlers or scripts, while the main loop keeps happening effectively in the background.

Scott Rossi at Tactile Media has some excellent examples of this.

Cheers,
Sarah

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