Generating Game Ticks
by Nate "Nateholio" Watson · in Technical Issues · 01/16/2006 (1:34 am) · 2 replies
So I've been working on my project programming the basic core engine functions. Now I have come to a point where I think I shouldn't be relying on the simple function of setting the game's refresh rate to 30fps to accomplish timing tasks. I need to program a way to generate game ticks for control, timing, and network game syncing. My questions are:
How many ticks should I send out over a network each second?
What is the general method of implementing something like this?
Currently I am planning to keep track of elapsed time in milliseconds. I will be doing a screen render every 33ms, allowing 17ms for the system to do so. The remaining 16ms will be split up between various processes such as input, network traffic, movement/rotation calculations, etc.
Is this the way to go about it? If so, how would I ensure that a process doesn't run over its alloted timeslice? Would I use process prioritization to handle it?
How many ticks should I send out over a network each second?
What is the general method of implementing something like this?
Currently I am planning to keep track of elapsed time in milliseconds. I will be doing a screen render every 33ms, allowing 17ms for the system to do so. The remaining 16ms will be split up between various processes such as input, network traffic, movement/rotation calculations, etc.
Is this the way to go about it? If so, how would I ensure that a process doesn't run over its alloted timeslice? Would I use process prioritization to handle it?
#2
01/16/2006 (7:09 pm)
Im writing my own engine for a proof-of-concept demo because I can get things rolling faster this way than by learning c++ then learning TScript then learning the guts of TGE and then finally tweaking TGE to meet my needs.
Employee Stephen Zepp
In 1.4, you also have an iTickable class (iTickable.cc/h) which can let any object receive ticks, even those not derived from the normal object hierarchy.