Hi Cara,

It does. Thanks for that code snip. I had never thought about
structuring my main loop quite like that. I'll have to try that
sometime.

Cheers!



On 8/19/13, Cara Quinn <[email protected]> wrote:
> Hi Thomas, just a quick one for now as I'm super sleepy.
>
> Yes, this is essentially correct but way over simplified.
>
> What I mean is this:
>
>       while (running)
>       {
>
>               // Update player movement and position
>               UpdatePosition();
>
> // Get input
>
> getPlayerInput();
>
> // process physics
>
> processPhysics();
>
>               // Update collision detection
>               UpdateCollision();
>
>               // Sleep for x MS
>               Sleep(time);
>       }
> If you notice, the first time through the loop, the entities are being
> rendered immediately. Every time after that they are actually being rendered
> after the collision detection is processed. So the input is taken into
> account and the physics are processed, then the collision detection. After
> that is done then the entities are rendered in their new positions. So you
> can keep the movement methods separate and still have the benefit of
> collision detection preventing you from going into walls and such.
>
> Hope this makes sense and have a great night! Yawn!… :)
>
> Smiles,
>
> Cara :)

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