Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!csd4.milw.wisc.edu!cs.utexas.edu!sun-barr!apple!well!farren
From: farren@well.UUCP (Mike Farren)
Newsgroups: comp.sys.amiga
Subject: Re: Help for a games programmer
Message-ID: <13108@well.UUCP>
Date: 12 Aug 89 20:21:58 GMT
References: <2267@jhunix.HCF.JHU.EDU>
Reply-To: farren@well.UUCP (Mike Farren)
Organization: Whole Earth 'Lectronic Link, Sausalito, CA
Lines: 20

ins_adjb@jhunix.HCF.JHU.EDU (Daniel Jay Barrett) writes:
>... how can you use Wait() and still have the animation running?
>Do you need a separate process to check for input?

You can't, really.  If you've got to execute code to keep the animation
going, you're stuck - the best you'll be able to do is to Wait() during
the periods you're not actually doing the animation.  I presume you're
on a 30th of a second clock - you could do something like this:

   Check keyboard.
   Check joystick.
   Do one frame of animation.
   Wait() until next 30th of a second tick.
   Loop.

Launching a separate process isn't going to help - the original process
(task, actually) will still be running, still eating CPU time.

-- 
Mike Farren 				     farren@well.sf.ca.usa