[games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008

Robert Florio arthit73 at cablespeed.com
Sun Dec 2 21:08:18 EST 2007


Sounds cool what are you guys talking about?



Robert



_____

From: games_access-bounces at igda.org [mailto:games_access-bounces at igda.org]
On Behalf Of Eelke Folmer
Sent: Sunday, December 02, 2007 8:59 PM
To: IGDA Games Accessibility SIG Mailing List
Subject: Re: [games_access] Top 3 Top 3 and IGDA GASIG Awards Ceremony 2008



Hi Reid,



On Dec 2, 2007, at 1:21 PM, Reid Kimball wrote:



A solution could be slow motion play mode, but that also presents

other problems. Using slow motion can impact the timing of scripted

events and messages being sent and received by the internal game

systems.



That's not true. Most games provide a synchronization mechanism independent
of underlying hardware. Drawing/ AI / Physics all need to be synchronized.
AI / physics need to be deterministic and are executed exactly (n times per
second). Drawing is a bit more flexible but at preferably 60 fps missing a
few frames is usually not a problem. Most games use a tick based timer
mechanism (either using events or callbacks ).

E.g. if i want my game to run at 60fps I usually implement a timer mechanism
that goes of every 1/60 second calls all the AI / Physics functions of my
game handles player input and then calls draw. Guaranteed to run the same on
any machine. This is how most games implement it. (assuming you have a
single thread mechanism. For ps3/ xbox360 you might want to bypass you OS to
run your processes for AI or physics on a single core but you would still
synchronize them using a tick based mechanism, which effectively is already
implemented in the PS3 pipeline ring-bus). I can slow my game down by
changing one variable in my game and it does not change any events or
messages, it just changes the frequency with which things are handled and in
the pinball example the speed with which the ball moves.. Network play is a
different thing but that usually relies upon an asynchronous medium (like
TCP/IP) anyway.



cheers eelke





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