Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!swrinde!cs.utexas.edu!uwm.edu!bionet!agate!pasteur!cory.Berkeley.EDU!morgan From: morgan@cory.Berkeley.EDU (Alan Morgan) Newsgroups: comp.sys.amiga.programmer Subject: Timing in a Game Keywords: Tron, Timing Message-ID: <12960@pasteur.Berkeley.EDU> Date: 23 Apr 91 08:54:34 GMT Sender: news@pasteur.Berkeley.EDU Reply-To: morgan@cory.Berkeley.EDU (Alan Morgan) Distribution: na Organization: University of California, Berkeley Lines: 20 I am in the process of writing a Tron-style game to be released (I hope) as freeware in the near future (it has a few improvements over other such games I have seen like 2 player mode and saved high-scores to name but two. Anyway, even if you are sick of them, it won't stop me). But I have a problem with the delay function. I advance each little dude (players and bad-guys) and then have to wait a little until I can advance them again. They question is how to cause this wait. I was originally using the Delay function but it is far too long even with Delay(1), so for right now I am forced to use a for loop even though I know I will go to hell for it and have my genitals roasted over an open fire (or something). Ideally what I want is something that can give me a machine independent, non-busy delay of about, say, 1/100 of a second. Any takers? Should I be using the internal clock in some arcane way? HELP! Alan Morgan --- Amiga and Macintosh users aren't *that* different. They both hate IBM's.