kts
|
b45862f351
|
Windows PTime now uses native (non-SDL) millisecond precision for acquiring and delaying time.
|
2014-04-03 19:54:29 -07:00 |
kts
|
e3941fa552
|
Updated devcpp project. Engine runs fine on win64.
|
2014-03-13 16:29:13 -07:00 |
kts
|
1ebb045fef
|
Fixed the freezing issue on Windows - apparently it does not handle type conversions as fluidly as *nix. Changed SDL_GetTicks in getPTime to be assigned to int64_t rather than int. I suspect bugs still exist, but this will likely become a non-issue once a high precision timer(or as close as we can get) is implemented for Windows. Also it is a mystery why fps is capped to 60 - perhaps some Windows-specific OpenGL voodoo.
|
2014-03-03 13:14:23 -08:00 |
kts
|
13df61167d
|
Added dev-cpp project for the engine. It kind of works. For some reason, as soon as the fps goes over 60, the engine freezes. I've tried adding SDL_Delay(s), removing most of the engine, as well as tweaking both renderers, but the outcome is the same. No clue as to why it would stop responding after a couple seconds, but work fine during those initial moments.
|
2014-03-02 23:28:49 -08:00 |