Timing

Timing is making things happen when you want them to.

Units of Time

Most modern timing functions use milliseconds1 as their unit of measurement.

A loopin is the amount of time that your game takes to execute one game loop.

Intervals

An interval is the time between one moment and another. The term interval usually implies a repeating interval accomplished by looping an alarm by having it reset itself. Intervals can be regular or random.

Regular intervals happen at evenly spaced moments. Random intervals are random.

Timers

A regular timer measures time from the moment it was started. A countdown timer starts by being set to an amount of time and then counts down.

Countdown Timer

A countdown timer / alarm counts down the time to 0. Then something happens. A bomb goes off, the game is over, etc.

System Clocks

A Jiffy is one-sixtieth of a second. It was a unit of measurement for time for the Commodore PET system clock.

Related Pages

Links

Categories: Game Programming : Timing
page tags: game-programing timing
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