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
> 
> 
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