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Reply to Re: Dink Smallwood v1.08 - Suggestions

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June 27th 2005, 02:23 AM
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merlin
Peasant He/Him
 
Make it so the frame-rate will not exceed 60.

Well, I think Seth is using HORRIBLE terminology when he's saying lock it at 60. What I think he really means is not to make it run too fast. What really needs to be done is to set up a time delta and synchronize buffer swaps with it. The engine should be perfectly capable of running at 120 fps if necessary (which, frankly, it isn't, but that really isn't my point). What Seth is saying, I HOPE, is that it should just run at normal speed (60 updates/second?), regardless of the actual fps value. You're on your own on this one. I'm the OpenGL guy, heh.

Add some (or all) of the changes from reDink

All. I think the most useful will be the math functions and variable association problems.

Install a .dmod file archiver with Dink, automatically associate .dmod files with it (probably DFArc.)

As per our discussion.

Use a NSIS (Nullsoft Scriptable Install System) installer.

You can steal DFArc's if you want.

A frontend that doesn't crash when you have more than 50-or-so D-Mods installed

I can make one so it pairs up with DFArc.

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Now, are you sure you're not volunteering to help code Windemere?