Simple Tetris v1.1 update
Feb. 16th, 2009 07:21 pmThe conversion from GLUT to SDL is complete and the game works acceptably.
The only issue I have right now is the motion isn't as smooth as it should be.
It could be due to SDL using a user-driven event loop instead of a more tightly-controlled event loop in the library in question.
I've tested two methods so far, and neither use "constant rendering" as most of the documentation and tutorials suggest, as I really don't like it when such a simple game like this tries to use up all CPU time.
The two options I've been testing so far use either a dedicated thread or an interrupt-based timer to run most of the game logic.
Of the two options, I have to say that the thread-based version seems to be smoother than the timer-based version.
I suspect this is due to the timer-based version interrupting the rendering code or the rendering code locking out the timer or something like that.
Aside from all this, it seems that all the minor parts are in place and understood for my next version of Tetris, Tetris Power.
(from what I have written about it so far, it's going to rather epic. The big question, however, is whether I can translate what I've written into a complete computer game..)
But before then, I will be releasing Simple Tetris version 1.1 for all to play with so I get more feedback on it, I just need to iron out a couple extra things that aren't quite right first.
Anyway, good things are yet to come from me.
(as well as more work done on the Magpie House Redesign, namely the Carry On Cast page, but it won't be ready for quite a while yet)
The only issue I have right now is the motion isn't as smooth as it should be.
It could be due to SDL using a user-driven event loop instead of a more tightly-controlled event loop in the library in question.
I've tested two methods so far, and neither use "constant rendering" as most of the documentation and tutorials suggest, as I really don't like it when such a simple game like this tries to use up all CPU time.
The two options I've been testing so far use either a dedicated thread or an interrupt-based timer to run most of the game logic.
Of the two options, I have to say that the thread-based version seems to be smoother than the timer-based version.
I suspect this is due to the timer-based version interrupting the rendering code or the rendering code locking out the timer or something like that.
Aside from all this, it seems that all the minor parts are in place and understood for my next version of Tetris, Tetris Power.
(from what I have written about it so far, it's going to rather epic. The big question, however, is whether I can translate what I've written into a complete computer game..)
But before then, I will be releasing Simple Tetris version 1.1 for all to play with so I get more feedback on it, I just need to iron out a couple extra things that aren't quite right first.
Anyway, good things are yet to come from me.
(as well as more work done on the Magpie House Redesign, namely the Carry On Cast page, but it won't be ready for quite a while yet)