game pause - ho should be done?

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23 comments, last by SeraphLance 9 years, 10 months ago

The reason is when you alt-tab, you lose exclusive access to the graphics hardware and the device needs to be reset before you can get it back. So all dynamic resources have to be released, the device reset, and the resources re-acquired.

This is not an issue when your game is running in Windowed mode as it didn't have exclusive access in the first place.

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The reason is when you alt-tab, you lose exclusive access to the graphics hardware and the device needs to be reset before you can get it back. So all dynamic resources have to be released, the device reset, and the resources re-acquired.

This is not an issue when your game is running in Windowed mode as it didn't have exclusive access in the first place.

both opengl and dx are doing it weak such way?

must the gpu ram all be freed and reloaded or something like that?

Only DX9 does that AFAIK.

Only DX9 does that AFAIK.

good to know ;/

This is why I said in my first post that you maintain 2 timers.
The second one is for visual effects.

But if you pause Conker’s Bad Fur Day yes you see some nice visuals.
That is basically a state on top of the gameplay state (if you implement states as a stack).
You have many options in regards to what you display during pausing, states or no states, but the mechanic for pausing along with a rendering timer are unchanged.


L. Spiro

I've never verbalized it this way, or even visualized it as such. This is actually somewhat amusing, as a "stack of states" is pretty much a push-down automata, and this is literally the only use for it I've ever found other than as a visual representation of context-free grammars.

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