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palmos timer strategies

PostPosted: Oct 8, 2004 @ 3:10pm
by Structure
Ok I just need to ask one more question and im set, (then ill shut up for a long time, promise)


As the palmos version does not support a timer (building on top of CGapiApplication), does this mean that the game just has to run as fast/slow as the device calls ProcessNextFrame().

Do people have any strategies for palmos to

a) fix the FPS ?

or better

b) give an estimate on time passed for sprite movement?



I had a look around on google and in the forum, but I couldn’t see anything apart from mlepage’s comments.

PostPosted: Oct 8, 2004 @ 5:07pm
by mlepage

PostPosted: Oct 9, 2004 @ 12:20am
by mitch

PostPosted: Oct 9, 2004 @ 12:59am
by Structure
Hey thanks mlepage, mitch,

Look im sorry if ive pissed people of with my constant noobie questions. I was trying to tap into the vast knowledge that this forum represents without putting in the ground work I guess.


Anyhow good luck with all your projects, its onwards for me :arrow: