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Welcome to the NinevehGL's world!
NinevehGL is a 3D engine forged with pure Obj-C.
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Wed, Jul 25 2012


From my small experience as a game developer hobbyist, I've always seen that the best way to do the game loop is:

while(1) {
lastTime = currTime;
currTime = getTimeNow();

updateLogic(currTime - lastTime);


But I've found that NinevehGL only has the
method, and haven't also found a, supported, way to get the time elapsed between draws.

So, should I create a method to update game logic and call it at the beginning of drawView? Should I create another thread, that handles the game logic, and try to sync it with the drawView somehow?
It's confusing me.
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Posts: 571


Wed, Jul 25 2012

In response to: @lm2s_O

Hello buddy,

The drawView is the render cycle.
Remember that NinevehGL is not a game engine, it's a 3D engine.

However if you want to get the current time, there is no fast way than CFAbsoluteTimeGetCurrent();
Pure C directly from CoreFoundation framework. It's amazing!

Besides, there is also the CACurrentMediaTime(); from QuartzCore framework, also pure C.

BTW... forget about "while(1)"... This is absolutely criminal!!!!
There are a lot of much more sophisticated loops in Cocoa.
Running with nice frame rates, cool memory management and autoreleasing pools.
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NinevehGL is a 3D engine built right on top of OpenGL ES and it uses all the programmable pipeline power, making it easy for you to create great application with shaders.

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