Preserved Topic: explaining the "GAME" programming concept (Page 1 of 1) |
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Paranoid (IV) Inmate From: Lebanon |
posted 06-07-2002 10:31
Hello, |
Maniac (V) Mad Scientist From: Happy Hunting Grounds... |
posted 06-07-2002 10:44
At the same time??? Hmmm...well, maybe some of the code wizards will prove me wrong...but I don't think that is possible because of the way a computer works...one operation after another...unless you have a machine that does parrallel operations, that is... |
Paranoid (IV) Mad Scientist with Finglongers From: Germany |
posted 06-07-2002 11:04
the trick here is a) an basically turn based game (even if these turns happen very fast (like 30 times a second) |
Paranoid (IV) Inmate From: Lebanon |
posted 06-07-2002 11:35
ts, quote:
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Maniac (V) Inmate From: soon to be "the land down under" |
posted 06-07-2002 11:39
Now, it was my understanding that most games ARE coded procedurally. In fact, very few games actually take advantage of multithreading capabilities or interrupts. In fact, windows 2k isn't a TRUE multi-threader (I may be wrong). It just does task switching VERY VERY fast so that it seems that things are happening simultaneously. |
Paranoid (IV) Inmate From: Lebanon |
posted 06-07-2002 12:36
still not convinced... |
Paranoid (IV) Inmate From: A graveyard of dreams |
posted 06-07-2002 13:19
I'm not sure about how it is done in the *big* games, but when a friend and I did a couple of games in BASIC we calculated the new color of every pixel on the screen (was only 320x200 with 256 colors) and then stored it in an array. When all of the changes had been made to the screen we pasted the array into the 'screen memory' (not sure what the right term for it is.. was a long time ago ) so that all of the changes seemed to happen at once. |
Paranoid (IV) Inmate From: Lebanon |
posted 06-07-2002 14:03
Veneficuz, sure..i can read basic ... |
Bipolar (III) Inmate From: the space between us |
posted 06-07-2002 22:14 |
Maniac (V) Inmate From: soon to be "the land down under" |
posted 06-08-2002 05:55
Well, there are several ways to optimize your instructions so that you don't notice a thing. Games with a massive amount of units such as Red Alert and the like use several ways to fudge things and to optimize things. |
Paranoid (IV) Inmate From: Lebanon |
posted 06-08-2002 09:41
10x silence! |
Maniac (V) Inmate From: soon to be "the land down under" |
posted 06-08-2002 10:14
Hehe, right. That should be 1 GHz = 1 million cycles per second, not 1 billion. But it still means you get a shitload of instructions per second. |
Paranoid (IV) Mad Scientist From: Somewhere over the rainbow |
posted 06-08-2002 10:20
The poster has demanded we remove all his contributions, less he takes legal action. |
Maniac (V) Inmate From: soon to be "the land down under" |
posted 06-08-2002 11:11
Yeah, what InI said. |