Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!zaphod.mps.ohio-state.edu!mips!public!valentin From: valentin@public.BTR.COM (Valentin Pepelea) Newsgroups: comp.sys.amiga.programmer Subject: Re: Timing in a Game Keywords: Tron, Timing Message-ID: <2539@public.BTR.COM> Date: 24 Apr 91 08:32:02 GMT References: <12960@pasteur.Berkeley.EDU> Distribution: na Organization: BTR Communications, Mtn. View, CA Lines: 22 In article <12960@pasteur.Berkeley.EDU> morgan@cory.Berkeley.EDU (Alan Morgan) writes: > >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! Try using WaitTOF() or WaitBOF(). These will offer you a delay of a maximum of 1/60th of a second, but with an added advantage. No matter how long your processing is before the WaitTOF(), you usually will still be synchronized with the vertical blank (depending on whether your processing takes *more* than a vertical blank cycle.) Thus whether your code runs on 68000's or 68030's, and whether you have many objects on the scree or just a few, your game will still run at the same pace. Neat, eh? Valentin -- "An operating system without virtual memory Name: Valentin Pepelea is an operating system without virtue." Phone: (408) 985-1700 Usenet: mips!btr!valentin - Ancient Inca Proverb Internet: valentin@btr.com