Incidentally, another bug I ran across was one relating to the game pegging the CPU at 100% usage (or less, if you had a multi-core processor, but either way, it pegged whatever core was running the game). Apparently, this is normal behavior for an application that uses a loop of Application.DoEvents calls to simulate a pause for user input. I found a quick hack that works well enough, but I'd like to do better for the next roguelike project. .NET has some support for asynchronous method calls, maybe I can get some traction there. Hmm.
Thursday, September 4, 2008
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