But with what you want to do, you can never, ever guarantee a time-consistent simulation. What exactly is it about delta time systems that bothers you?
Indeed, Irrlicht could do with a ITimer::sleep() method. The following code is Windows specific, and is perhaps a little more paranoid about timer granularity than you probably need. Note that it skips rendering if the frame rate lags behind the required frequency, and there's no check for the pathological case where it can't catch up. You'll need to include winbase.h (just include windows.h) and link against winmm.lib for timeGetDevCaps().
Baiame wrote:But with what you want to do, you can never, ever guarantee a time-consistent simulation. What exactly is it about delta time systems that bothers you?
i dont want my game running well using all processing power at 200fps :P
and i think that using fixed values is simple and easier.
Indeed. If you do write portable code (i.e. a cross platform sleep() method) then could you consider adding it to I/CTimer and submitting a patch please.
roxaz wrote:if you want portable code so why dont you write some?
because i´m entering in a competition and dont have much time... i need to finish the game until the end of the month
rogerborg wrote:Indeed. If you do write portable code (i.e. a cross platform sleep() method) then could you consider adding it to I/CTimer and submitting a patch please.
if i did something helpful of course i will release the code ^^
hybrid wrote:We already have a cross-platform sleep method in the upcoming next release of Irrlicht You have the option to halt the timers as well.