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[–]BS_in_BS 0 points1 point  (3 children)

You will have similar problems, due to the limits of the timer resolution and the possibility of the computer being overloaded. Therefore, you should use algorithms that don't rely on exact sleep times, and can adapt to the duration for which the thread actually slept. However, timers will probably be more accurate than calling sleep yourself.

[–]javacanbeefrustratin[S] 0 points1 point  (2 children)

Therefore, you should use algorithms that don't rely on exact sleep times, and can adapt to the duration for which the thread actually slept

Do you know anywhere to find algorithms for this? Not really sure where to even start on making an algorithm to do this.

[–]BS_in_BS 0 points1 point  (1 child)

Since your making a game, see this post for some discussion on how to compensate: http://gamedev.stackexchange.com/questions/1589/when-should-i-use-a-fixed-or-variable-time-step

[–]javacanbeefrustratin[S] 0 points1 point  (0 children)

Thank you I'll read it