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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