Hi Jim,

Yes, this is the basic idea.

When creating an adjustable loop without hard-coding the timing as you are 
doing below, you would simply calculate the time your loop has taken to process 
all of its instructions for a particular frame and then sleep for an 
appropriate time until your next frame should happen. Also, you would check to 
see if your instructions took longer than a maximum allowed time for a single 
frame so you can skip or drop frames if necessary. This is also important for 
keeping events consistent.

HTH!

Smiles,

Cara :)
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On Aug 1, 2013, at 3:24 AM, Jim Kitchen <[email protected]> wrote:


Hi Cara,

Yeah, frame rate is more of a video games term, but still applies, or is the 
same thing for audio games, right.

Just my bit of basic pseudo code below

Main game loop1:
start time = get tick count
get keyboard and or joystick input
adjust placement and sounds of objects
check for collisions etc
wait until get tick count > start time plus .05 seconds
goto main game loop1

Just very simple, but that is pretty much how it goes right?

BFN

   Jim

I like Visual Basic 6.0 because I can not C.

[email protected]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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