11 Responses

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  1. anonymous
    anonymous June 30, 2010 at 7:12 pm |

    how about you target the mac market and the windows market by writing the game in two different…. what ever they ares,[i dont know the name 4 what they are], you can write the games in the best for both markets!

  2. Twi
    Twi July 1, 2010 at 7:06 pm |

    Sounds…complicated, to say the least.

  3. Blaze
    Blaze July 1, 2010 at 11:13 pm |

    Hope you find something that works.

    By the way, when do you think that you can post screenshots?
    I can’t wait to see some beta game play.

  4. Keldor
    Keldor July 2, 2010 at 2:19 am |

    What could be wrong with the current version of AIR is something to do with buffering many additional frames in advance – perhaps the draw calls all get queued up and it has to render through all of them, meaning that any user input can’t take effect until it goes through the entire buffer of pending rendering tasks. I remember early versions of DirectX having this sort of problem.

    The solution/workaround is to ensure that the game logic never gets ahead of the renderer by more than a couple frames. Whether this means checking the time every frame, and only rendering if the game time is in line with the wall time – that is, simply skipping drawing the frames if the game logic gets too far ahead. The problem with this is that it may not do anything to solve the problem if the commands are actually issued on time, only to sit in the command buffer for a prolonged period.

    A better solution would be to dig through the API for a flush() call. In general, flush() would stop the program from progressing until the command buffer is empty, thereby ensuring prompt response to input if flush() is called at the end of every frame.

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    CNA Certification July 20, 2010 at 10:03 pm |

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  8. rachat de credit
    rachat de credit November 24, 2010 at 10:48 pm |

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