@nehon said:
Don't use jme Timer, you don't need to. Make a control, add it to your teapot, and in the update(float tpf) method stack the tpf in a time variable.
@gtafan said:
I am not a fan of buisy waiting, and topicstarter was asking about timer.
It’s not really about busy waiting. Games by there nature are polled all over the place once per frame. Why bring extra complexity, event creation, etc. in to just to count some time? Thus the suggestion to just add a control that counts time until you want to remove it.
Somehow that Timer is going to have to sync in with the game thread somehow. Lots of trouble for a simple thing.
@pspeed said:
It's not really about busy waiting. Games by there nature are polled all over the place once per frame. Why bring extra complexity, event creation, etc. in to just to count some time? Thus the suggestion to just add a control that counts time until you want to remove it.
Somehow that Timer is going to have to sync in with the game thread somehow. Lots of trouble for a simple thing.
The only problem with your solution is, that on diferent systems it works diferent.
@pspeed said:
tpf is frame rate dependent... it's the whole point.
It’s tough to have discussions with someone who doesn’t even bother to learn what they are discussing.
I thoght we were tallking about fps and tpf means the same. Such misunderstending can hapen if using foring language. We were talking about diferent things, sory.