FPS Versus Frame Time | 01/22/2003 | Provides a critical comparison between common measurements used for overall performance testing, and looks at an all too common pitfall of using FPS as a measurement of performance. |
Implementing Steady Motion | 01/20/2002 | To allow for variations in playback, it is important that motion within the game be scaled to frame time. This insures that motion is steady, and aids in synchronizing the motion of objects. |
Selecting Timer Functions | 01/20/2002 | How to select the right timer function for game timing. Includes information on various timer functions, including GetTickCount(), timeGetTime(), and the Performance Counter. |
Synchronization of Game Threads | 11/15/2001 | First in a series exploring the creation of multithreaded entertainment titles. Learn how to create worker threads and utilize them to dynamically manage processor load in your game. |
Writing the Game Loop | 01/20/2002 | The game loop drives the flow of the program, providing a heartbeat for synchronizing object motion and rendering of frames in a steady, consistent manner. Provides source code for a basic game loop using the Performance Counter, and provides automatic detection of the Performance Counter and fallback to timeGetTime if it is not available. |