Monthly Archive: April 2012

Apr
07
2012

Perfectly Accurate Game Timing

Illustration of a timer running with compensation ticks
These days, I designed a timing system for my game. Doesn’t really sound impressive, eh? The problem with accurate timing, apart from hardware faults making timers change speed or jump back, is to resample a high-frequency clock running at 3+ MHz to the update rate your game is running with. The naive approach would be …

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