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Explain pixel perfectness.

#31 User is offline   hob nado 

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Posted 26 July 2007 - 09:57 PM

ajs, on Jul 26 2007, 06:14 AM, said:

I guess this won't be changed (because historically it was always like this), but ideally speed 1 wouldn't be "no delay" but rather, a very small delay. Even usleep(1) would probably fix the CPU burning artifact. (We aren't using DOS any more, 100% CPU for an interactive application is unacceptable).

Historically it may have always been that way, but I think there could be a strong case made for putting a tiny sleep in there to keep from ganking the CPU. I can't think of any games that rely on speed 1's current behavior, can anyone else? ('Cause there may well be, with all of Logicow's recent graphics stuff et. al.) It could at least be optioned out in the config file.
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#32 User is offline   Frobozz 

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Posted 26 July 2007 - 10:22 PM

ajs said:

Even usleep(1) would probably fix the CPU burning artifact.

Most of the time I just plop an SDL_Delay(1) in any little tech demo program I write just to drop from 100%. The program is usually waiting for OpenGL to finish anyways. :(

@Esdemo1: I'd rather see a delay put in than to allow it to be removed altogether.

This post has been edited by Frobozz: 26 July 2007 - 10:23 PM

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#33 User is offline   Sai'ke 

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Posted 31 July 2007 - 02:24 PM

What is Galatea?
Everything is a potato to a degree you do not realize till you have tried to make it into fries.
- Bertrand Potato
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#34 User is offline   LogiCow 

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Posted 31 July 2007 - 05:37 PM

Galatea is the DOZ game Tox and I made. It's a platformer and uses a sprite drawing engine that draws sprites with pixel precision, so that you move pixel by pixel rather than character by character.
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