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Why input polling? (implementation detail question)
Posted: Tue Dec 14, 2010 8:43 am
by Indy68
In several posts it has been mentioned that various problems are related to polling, e.g. input polling. I'm just curious, why do you need to poll input? Are you using a development platform where standard windows events can't be used, or what's the reason for polling? After all, polling is not the recommended practise in Windows development (too quick polling uses CPU in vain, too slow polling is unresponsive and middle-way polling has potential of both problems)
RE: Why input polling? (implementation detail question)
Posted: Tue Dec 14, 2010 8:52 am
by Helpless
There is no input polling. You got it wrong.
RE: Why input polling? (implementation detail question)
Posted: Tue Dec 14, 2010 10:42 am
by Indy68
Ok, good to hear. To prevent my misunderstandings in the future, can you explain what does these sentences mean:
From v1.01 Beta 2 fix list:
Reduced input polling during airstrike missions. AI should be faster, but more chances of black screens
Your response regarding performance problems:
The good news that since we managed to solve the mouse click problem, it is possible to reduce polling cycles without any visible degradation for the game performance
RE: Why input polling? (implementation detail question)
Posted: Tue Dec 14, 2010 10:49 am
by Helpless
I'm not sure there is a need to go into very details, so my explanations can be vague and targeted mostly to non-programmers.
And, yes, polling was a bad word here. Sorry for confusion.