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Originally posted by saphfire:
**Efficient Timers can be done. If they can't, tis a sad day for Coldstone.
Saphfire
**
My last post was addressed to one aspect of game time. And, yes, there are other ways to incorporate the seeming passage of time in a game without using a transformation of the system clock, as was discussed above in this thread.
One way is simply in some way to record the activity of the player by counting appropriate keystrokes or mouse clicks and store the running sum in a Global Variable. Passage of time being movement based.
Again, the Coldstone game engine certainly can do this. But does it?
If it doesn't then we will again be having this discussion; can the user of Coldstone emulate (using Coldstone and its' event/scripting capabilities) this shortcoming of Coldstone as a game engine?
I answer in the negative. Particularly for for/next, while/do event/script constructions. Not because I am familiar with Coldstone but simply because any such device will slow or stop the game for the duration of the loop execution. The game will pause while the clock is being updated. If an activity is to add 2 sec. (or 5 min.) to the game clock then this construction will stop the game for 2 sec. (or 5 min.)
Skip
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...it wasn't me...
(This message has been edited by SkipMeier (edited 08-19-2001).)