Add: draw the screen at a steady pace, also during fast-forward
During fast-forward, the game was drawing as fast as it could. This means that the fast-forward was limited also by how fast we could draw, something that people in general don't expect. To give an extreme case, if you are fully zoomed out on a busy map, fast-forward would be mostly limited because of the time it takes to draw the screen. By decoupling the draw-tick and game-tick, we can keep the pace of the draw-tick the same while speeding up the game-tick. To use the extreme case as example again, if you are fully zoomed out now, the screen only redraws 33.33 times per second, fast-forwarding or not. This means fast-forward is much more likely to go at the same speed, no matter what you are looking at.
This commit is contained in:
committed by
Patric Stout
parent
5bfa014505
commit
c81c6e5eb7
@@ -10,6 +10,7 @@
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#include "../stdafx.h"
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#include "../gfx_func.h"
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#include "../blitter/factory.hpp"
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#include "../window_func.h"
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#include "null_v.h"
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#include "../safeguards.h"
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@@ -48,6 +49,7 @@ void VideoDriver_Null::MainLoop()
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for (i = 0; i < this->ticks; i++) {
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GameLoop();
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InputLoop();
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UpdateWindows();
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}
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}
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