Dennis Schridde schreef: > Am Mittwoch, 2. Mai 2007 schrieb Giel van Schijndel: > >> Dennis Schridde schreef: >> >>> Am Mittwoch, 2. Mai 2007 schrieb [EMAIL PROTECTED]: >>> >>>> Why was this removed? >>>> >>>> " SDL_Delay(20); //Added to prevent busy loop, and get CPU time >>>> back when paused! " >>>> >>>> WZ eats all CPU time now, even when paused? >>>> >>> Of course not... >>> We still have the SDL_framerateDelay... >>> >> Which does not call SDL_Delay if we don't reach our requested frame >> rate, and that in turn results in CPU hogging. Apart from that I believe >> that SDL_framerateDelay doesn't get called in the menus. So I think we >> at least need an explicit SDL_Delay(1) call, maybe only if >> SDL_framerateDelay didn't call SDL_Delay. >> > I didn't recognize any sideeffects, but it might be possible that we now eat > the CPU in the menu or on slow computers. Maybe we should setup a > minimum-delay for sdl-framerate. > SDL_Delay(1) wont work as expected afaik, since the minimum tick precission > guaranteed by SDL is 10ms. > Almost correct, that is the precision of the kernel's CPU scheduler although I believe most Linux versions 2.6 have a time slice of 1 msec. Apart from that an SDL_Delay(1) call is just an explicit call to yield the current process so the kernel can use the remaining CPU time and divide it among other processes.
Also SDL_Delay guarantees nothing about the amount of time that will be waited, only that it will be "at least" the time you specify. So a call like SDL_Delay(20) could very well result in losing CPU for 750 ms (if the OS's scheduler decided so). I believe that on GNU/Linux SDL_Delay is implemented by one of the sleep, nanosleep functionset. (Just look those up in your manpages or C library documentation) > After looking through that mess (imo) of a mainloop, I think I will try to > refactor it asap. I currently have a fully event based system in mind, which > I tested in the framework I set up for my work on the terrain renderer. > An event driven system seems a lot nicer indeed. Although some parts probably still require to be run once every frame or something (for example the sound code requires an audio_Update/sound_Update call every now and then to keep buffers and sources filled&synced). -- Giel
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