RE: time
"Tom Spilman" <[email protected]>
| Newsgroups | gmane.games.devel.general |
|---|---|
| Message-ID | <018001c3f828$cea22920$6601a8c0@meanie> |
http://www.dallasigda.org/notes.htm You'll see a document called "Time in games" which are notes on a presentation done by Squirrel Eiserloh. It covers a lot about time in Win32 and the different methods he's used to tackle it. People may find it helpful. Tom > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On > Behalf Of Brett Bibby > Sent: Friday, February 20, 2004 8:59 PM > To: [email protected] > Subject: [GD-General] time > > > Howdy, > I have been wrestling with time in my engine for some time > now (no pun intended). I wondered how other people are > handling time? Our game engine is specifically designed for > PS2/Gcn, but it runs under Windows too. Specifically... > > What are the different components that people are using? We > currently have a single 32-bit time variable initialized to > zero at startup and that's it. Each frame we either count > v-blanks, use system ticks/timers or OS facilities custom for > each platform to increment the global time value, usually > stored in microseconds and rounded up to millisecond > resolution for use in the engine. Works well and I have done > this for every game engine I have developed so far. > > Feels like a change may be warranted though as online gaming > becomes more popular, since if the game was to run for many > days it would overflow and timestamping may be problematic. > So now I'm thinking of adding a time struct (different from > ANSI C though) whereby we store the year, month, day, hour > and minute, and second and also a conversion struct that says > how many mins->hour->day->month->year so we can convert > "real" time into game time. I can pack this into 64-bits, but > then again a simple 64-bit timer using the old way to simply > count ticks would also eliminate the overflow problem anyway > and so I'm questioning the right thing to do. Also, I hoping > to be able to use absolute time for certain things where we > used to use delta times. What are people using for timestamps > for online games? Does each game session reset the server > session time to prevent eventual overflow? Or is a more > robust timing mechanism used? Are people using microseconds? > milliseconds? > > Thanks, > Brett > > > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id56&alloc_id438> &op=ick > > _______________________________________________ > > Gamedevlists-general mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/gamedevlists-general > Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7 > > ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id56&alloc_id438&op=click _______________________________________________ Gamedevlists-general mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU7