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Game loops using Hard realtime systems vs Soft realtime systems

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I have read the article here about realtime systems and am looking for examples specific to game loops.

Am I correct in saying:

Hard realtime systems will lag and slow down gameplay causing slow motion if processing of AI, collision detection, or user input is delayed past the rendering deadline set by the realtime system. Example, must render every 1/30 sec but processing caused delay to 1/20 sec.

Soft realtime systems will render at 30 FPS regardless of the other subsystems processing but if there is a delay in AI, collision detection, or user inputs, the game will be presented in stop motion instead of slow motion every 1/30 sec.


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