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How to make sprites move smoothly??

Started by November 09, 2000 11:01 PM
12 comments, last by xdreamer 24 years, 2 months ago
I dont know if it will work in windows, but in dos you could solve that kind of problem by waiting for the verticle retrace period of the monitor before writing to the screen. I wouldn''t know how to do it in windows either, but look into it.
codeXtremeif(you->intelligence < radish->intelligence) you->STFU();
Sorry grasshopa, I didn''t steal your idea, I just didn''t see it before I posted
codeXtremeif(you->intelligence < radish->intelligence) you->STFU();
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Yeah, it is due to the Refresh rate, i agree. just like TV set, the Refresh rate must be higher than 25 or 30 Hz(for PC Monitor, it must be higher than 50Hz), which can make our eyes comfortable. i mean, how to BLIT the image to screen much faster??, only in assembly???
How to realize your every dreams u ever made?? ---- Just Do It!! (haha, NIKE should pay me for adv, haha...)
This is a bit off topic, but what the hey.

Triple-buffering is more efficient (time-wise) than double-buffering.

You have three buffers, and, yes, one is just sitting there, it happens to be the one the user is looking at, and it''s the same in double buffering.

Here''s the difference, you have one active screen (the one they see), one offscreen one, and one being drawn.

Now you''re thinking, isn''t the offscreen one the one being drawn. Well, yes, until it''s done being drawn, then it just sits there waiting for a vertical sync. Triple-buffering just gives your drawing algorithms something to do while waiting for a vertical sync.
"It is one thing to use poorly coded programs. It is another to produce poorly coded programs" -- Me, as far as I know.

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