|  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 |