Jump to content
  • Advertisement


This topic is now archived and is closed to further replies.



This topic is 6106 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

If you use this code: move_count = PR_GetTicks (); in your draw loop, and you have another thread that consumes a chunk of CPU, the number of ticks passed is too high. Does it only count CPU time of that thread or of the global system time? Not an issue for single player games, but a huge issue for multiplayer becuase you need to synch everyone together on the same time base.

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!