On Tue, 05 Jun 2007 14:51:36 -0400 Dennis Schridde
<[EMAIL PROTECTED]> wrote:
>> > I say the delay in menu code. Hit esc, game is pause, it
>should
>> > not eat up same CPU cycles as when play game right?
>>
>> The solution for this would be the ability to set different
>framerates
>> depending on whether we are paused/in a menu or not.
>PS: Another, probably better idea, would be to leave out as much
>as possible
>of the gameLoop...
>It currently already checks for (paused), but maybe some more
>things can be
>ignored... And maybe it can even be optimized?
>
>> I don't think the right solution is to sprinkle a few delays
>here and
>> there.
>>
Hmm. I like easy approach, which would be, as before.
When paused, game loops through this over and over, so it is one
big busy loop. So you still need a delay to fix.
Why go make complex code, when add 1 call fix issue? This only
hits when user paused.
Index: loop.c
===================================================================
--- loop.c (revision 1467)
+++ loop.c (working copy)
@@ -508,6 +508,7 @@
}
}
}
+ SDL_Delay(20); //Added to prevent busy loop, and get CPU time
back when paused!.
}
/* Check for quit */
>> > >> For the other, request of framerate is defaults, so this
>is 30?
>> > >> 60? Is way to tell? CPU on 2 machines is 2.4GHz dual core
>duo,
>> and 2.0GHz turion. Both have same results of eating all
>>CPU time.
>> Even my machine 2.6GHz dual core it eats up too much CPU
>>time compare to what it was before.
>> > >
>> > >I can reduce the load to 20% user-time on my AthlonXP 2GHz.
>> >
>> > How?
>>
>> set framerate=20 in ~/.warzone2100/config
ok, defaults is 60.
Something no right then. If framerate = 60, and still eat all CPU
time no matter how fast CPU is?
--
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