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Functional reactive game engine for Guile - failed experiment
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game-loop.scm
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Age
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*
Switch back to a simpler method for FPS calculation.
David Thompson
2013-09-14
1
-39
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+21
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*
Start debugging the "spiral of death" issue.
David Thompson
2013-09-13
1
-25
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+33
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*
Create a scene stack interface.
David Thompson
2013-09-06
1
-21
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+55
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*
Add the beginnings of game scene management.
David Thompson
2013-09-06
1
-2
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+13
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*
Remove all hooks and instead trigger events on the current scene.
David Thompson
2013-09-06
1
-68
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+60
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*
Prevent circular dependency by moving core game data structures to another ↵
David Thompson
2013-09-06
1
-0
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+1
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module.
*
Add a *running* flag to the game loop.
David Thompson
2013-09-06
1
-13
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+22
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*
Add some documentation.
David Thompson
2013-09-02
1
-0
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+4
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*
Pass along the *repl-stack* fluid so that nested REPLs work right.
David Thompson
2013-09-02
1
-2
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+5
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*
Move both mvars into the repl module.
David Thompson
2013-09-02
1
-28
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+4
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*
Remove frame-sleep and add run-repl.
David Thompson
2013-09-02
1
-8
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+7
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*
Execute REPL thunks in the context of the main game thread.
David Thompson
2013-09-02
1
-19
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+34
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*
Only unlock the game loop mutex when the REPL server is waiting.
David Thompson
2013-08-19
1
-4
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+16
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*
Add a global mutex that allows the REPL server to be used more safely while ↵
David Thompson
2013-07-31
1
-0
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+19
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the game loop is running.
*
Small re-organization.
David Thompson
2013-07-31
1
-1
/
+10
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*
Move game-loop procedure out of run-game-loop.
David Thompson
2013-07-31
1
-16
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+16
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*
Spawn REPL server when game loop starts.
David Thompson
2013-07-31
1
-0
/
+3
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*
Floor tick-interval since we're dealing with milliseconds and not fractions ↵
David Thompson
2013-07-31
1
-1
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+1
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of milliseconds.
*
Use weighted average FPS measurement.
David Thompson
2013-07-31
1
-22
/
+38
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*
Use the current-time argument in time-left.
David Thompson
2013-07-31
1
-1
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+1
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*
Improve game loop.
David Thompson
2013-07-31
1
-18
/
+16
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Instead of a busy loop that eats all of the CPU, sleep in-between frames when possible.
*
Use hooks instead of primitive callback procedures.
David Thompson
2013-07-28
1
-84
/
+49
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*
Rewrite game loop to use pure functions.
David Thompson
2013-07-28
1
-34
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+37
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*
Add additional SDL event handlers.
David Thompson
2013-07-21
1
-1
/
+26
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*
Remove event-keycode and event-keymods.
David Thompson
2013-07-21
1
-12
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+4
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*
Update to guile-sdl 0.5.0 API.
David Thompson
2013-07-21
1
-7
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+7
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*
Update the global agenda in the game loop.
David Thompson
2013-07-15
1
-0
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+2
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*
Clean up run-game-loop procedure.
David Thompson
2013-06-26
1
-3
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+3
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*
Use delayed evaluation of SDL:get-ticks to avoid initial frame stutter.
David Thompson
2013-06-25
1
-6
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+6
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*
Add mouse event callbacks.
David Thompson
2013-06-25
1
-1
/
+33
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*
Pass key modifiers and unicode value as arguments to key up/down events.
David Thompson
2013-06-25
1
-4
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+13
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*
Apply SDL:enum->number on keysyms.
David Thompson
2013-06-25
1
-2
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+5
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*
Improve update loop logic.
David Thompson
2013-06-23
1
-8
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+21
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*
Can't use SDL:get-ticks before SDL is initialized.
David Thompson
2013-06-16
1
-6
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+6
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*
Add game-loop module.
David Thompson
2013-06-13
1
-0
/
+124