From mboxrd@z Thu Jan 1 00:00:00 1970 X-Spam-Checker-Version: SpamAssassin 3.4.4 (2020-01-24) on polar.synack.me X-Spam-Level: X-Spam-Status: No, score=-2.9 required=5.0 tests=BAYES_00,MAILING_LIST_MULTI autolearn=unavailable autolearn_force=no version=3.4.4 X-Google-Thread: 103376,a447112bc8b81379 X-Google-Attributes: gid103376,public X-Google-Language: ENGLISH,ASCII-7-bit Path: g2news1.google.com!news1.google.com!proxad.net!freenix!enst.fr!melchior!cuivre.fr.eu.org!melchior.frmug.org!not-for-mail From: Stephen Leake Newsgroups: comp.lang.ada Subject: Re: Ada, games and frame rate calculation Date: 16 Feb 2005 19:55:02 -0500 Organization: Cuivre, Argent, Or Message-ID: References: NNTP-Posting-Host: lovelace.ada-france.org Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii X-Trace: melchior.cuivre.fr.eu.org 1108601725 45601 212.85.156.195 (17 Feb 2005 00:55:25 GMT) X-Complaints-To: usenet@melchior.cuivre.fr.eu.org NNTP-Posting-Date: Thu, 17 Feb 2005 00:55:25 +0000 (UTC) To: comp.lang.ada@ada-france.org Return-Path: In-Reply-To: User-Agent: Gnus/5.09 (Gnus v5.9.0) Emacs/21.3 X-Virus-Scanned: by amavisd-new-20030616-p10 (Debian) at ada-france.org X-BeenThere: comp.lang.ada@ada-france.org X-Mailman-Version: 2.1.5 Precedence: list List-Id: "Gateway to the comp.lang.ada Usenet newsgroup" List-Unsubscribe: , List-Post: List-Help: List-Subscribe: , Xref: g2news1.google.com comp.lang.ada:8368 Date: 2005-02-16T19:55:02-05:00 "Luke A. Guest" writes: > On Wed, 16 Feb 2005 17:16:06 -0500, Stephen Leake wrote: > > > "Luke A. Guest" writes: > > > >> Hi, > >> > >> I'm currently designing a game engine in Ada and was wondering about using > >> the Ada.Real_Time facilities (especially the timing). > > > > If you are using GNAT on Windows, there is no difference between > > Ada.Real_Time and Ada.Calendar. On other compilers and operating > > systems, there may be a difference. > > It's portable, so yeah there will be a windaz build. My main development > platform is Linux. I'm surprised that the win32 is identical to Calendar, > well not that surprised ;-) just as long as I can get milliseconds from it > then that'll be fine. You can read the clock with microsecond precision (on Windows and some other platforms); you can only delay with an accuracy of about 10 milliseconds (again on Windows). > Although, I would've thought they'd have used the performance > counters for the Ada.Real_Time package! I'm not sure what clock they are reading. > You don't have to delay...what's confusing? It's a game engine, you want > it to run as fast as possible, but by utilising certain Ada language > features, you get some extra nice functionality that's portable. Ah. You are just measureing your frame rate; I thought you were trying to set it to some known value. -- -- Stephe