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breakscience

Message - Game Loop

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I am going to do a tetris clone, using only a standard window and win32 GDI. I have seen this message loop in a book I have:
  
while (1) {
    MSG msg;
    if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
		{
			// Check if the message is to quit the application

			if( msg.message == WM_QUIT )
				// Exit the message loop

				break;

      TranslateMessage(&msg); 
      DispatchMessage(&msg);
    }
    else// Game Loop


  
This was going to be used for a full screen directx game, which ofcourse would need most of the free resources. But for the game I''m working on, this may be too much of a hog. What would be better for this project? Break;

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Dunno if it helps, but this is the way I do it...

  
MSG Message;

while(Message.message != WM_QUIT)
{
if(PeekMessage(&Message,0,0,PM_REMOVE))
{
TranslateMessage(&Message);
DispatchMessage(&Message);
}
else
PlayGame();
}


Pretty much the same as your code, except it doesn''t check to see if the message is WM_QUIT IN the loop. Instead it makes it the loops condition for running. This, to me, is more secure, and I suppose it would be a bit faster. It works on every project I''ve been involved with

Good luck.

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