RE: Catching Break Point event...

"Jon Watte" <[email protected]>
Newsgroups gmane.games.devel.windows
Message-ID <[email protected]>
I'm not sure you can get an event like that. However, what I do is to put an
upper limit on the amount of time that I will progress based on real time
between steps. I put a wrapper in front of the real time clock, and this
wrapper adds an adjustable delta to the time actually returned. Then, in the
main loop, I'll do something like:


  static double then = 0;
  double now = myClock.time();
  double deltaTime = now - then;
  if( deltaTime > 0.1 ) {
    myClock.adjust( deltaTime );
    deltaTime = 0.05;
  }
  ... advance animations by deltaTime ...


double ClockClass::time() {
  return readRealClock() - adjustDelta_;
}

void ClockClass::adjust( double delta ) {
  adjustDelta_ += delta;
}


The side effect is that, if the frame rate falls lower than 10 fps, then
animations will play in automatic slow-motion. However, this is somewhat
useful -- I'll know for sure what the problem is when users report "things
run in slow motion" ;-)

Cheers,

			/ h+


-----Original Message-----
From: [email protected]
[mailto:[email protected]]On Behalf Of
Tham
Sent: Saturday, August 28, 2004 8:34 PM
To: [email protected]
Subject: [GD-Windows] Catching Break Point event...


Hi,

How can my C# application receive an event (or any sort of notification)
when it hits a break point? I need to be notified
because i have a real time clock that drives my time-delta based animation
and i need to stop it and resume it from where i left off to avoid driving
my animation way ahead when i return.

many thanks
tham





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