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Re: [pygame] Path finding demo, now with more fugu
Simon Oberhammer wrote:
Hm, haven't thaught about this too much and always did my own "busy
wait" and a fixed frame rate (of course game adjusts to slower fps).
Would someone care show pseudo code for decoupled update/draw and
non-busy wait stuff? Or maybe a real game and point me to the relevant
sections?
Have a look at gametime.py in 'game objects'
(http://www.willmcgugan.com/game-objects/). The basic idea is that it
you have 'game time' that advances by a fixed amount, and you calculate
how many game time ticks have gone by since the previous frame, calling
your update function for each one.
Will
- References:
- [pygame] Path finding demo, now with more fugu
- Re: [pygame] Path finding demo, now with more fugu
- Re: [pygame] Path finding demo, now with more fugu
- Re: [pygame] Path finding demo, now with more fugu
- Re: [pygame] Path finding demo, now with more fugu
- Re: [pygame] Path finding demo, now with more fugu
- Re: [pygame] Path finding demo, now with more fugu
- Re: [pygame] Path finding demo, now with more fugu
- Re: [pygame] Path finding demo, now with more fugu
- Re: [pygame] Path finding demo, now with more fugu