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