Events can be used to support the main loop and/or do other 'tasks' the main loop does not care about (usually in the update() portion of the loop) but you still need a main loop. a purely event driven system as in the render and update are also event driven is a very poor design for a game engine.. Event driven vs "game loop" 3 years, 6 months ago. yep, everything that @mmozeiko said. the only thing i'll add is the in the typically event-driven model, instead of directly invoking the functions to do the processing within your loop code, there is an indirection path that broadcasts the event through a dispatch mechanism. then functions. For example, if the game is paused you'd probably have conditional statements in the game loop to skip certain things. one of those can be polling input. if you have events you need to take care not to fill your event queue with extraneous inputs while the game is paused, or else clear it on unpause..
Hi everyone, im very new to wpf (but very familiar with ms and development) and i have been reading up about wpf development and i read about the 2 main approaches to creating a wpf app: 1. event based (respond to the users interactions) 2. game loop style based (loop and update the positions and effects of the wpf elements ever x milliseconds) i have seen amazing effects being produced using. The game logic is visible and self contained inside entities, not dynamic like a message quewe. i really would not to make it event driven because in my opinion event systems introduce unnecessary complexity to the game logic , and make the game code very difficult to understand and debug.. Typically you setup the game loop once. event-based programming can then be done throughout the rest of the game. you can create an "event bus" and fire events on it with registered event handlers, and you can choose to do this synchronously or asynchronously depending on the game and event..
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