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Functional reactive game engine for Guile - failed experiment
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game-loop.scm
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Author
Age
Files
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*
Move game-loop procedure out of run-game-loop.
David Thompson
2013-07-31
1
-16
/
+16
*
Spawn REPL server when game loop starts.
David Thompson
2013-07-31
1
-0
/
+3
*
Floor tick-interval since we're dealing with milliseconds and not fractions o...
David Thompson
2013-07-31
1
-1
/
+1
*
Use weighted average FPS measurement.
David Thompson
2013-07-31
1
-22
/
+38
*
Use the current-time argument in time-left.
David Thompson
2013-07-31
1
-1
/
+1
*
Improve game loop.
David Thompson
2013-07-31
1
-18
/
+16
*
Use hooks instead of primitive callback procedures.
David Thompson
2013-07-28
1
-84
/
+49
*
Rewrite game loop to use pure functions.
David Thompson
2013-07-28
1
-34
/
+37
*
Add additional SDL event handlers.
David Thompson
2013-07-21
1
-1
/
+26
*
Remove event-keycode and event-keymods.
David Thompson
2013-07-21
1
-12
/
+4
*
Update to guile-sdl 0.5.0 API.
David Thompson
2013-07-21
1
-7
/
+7
*
Update the global agenda in the game loop.
David Thompson
2013-07-15
1
-0
/
+2
*
Clean up run-game-loop procedure.
David Thompson
2013-06-26
1
-3
/
+3
*
Use delayed evaluation of SDL:get-ticks to avoid initial frame stutter.
David Thompson
2013-06-25
1
-6
/
+6
*
Add mouse event callbacks.
David Thompson
2013-06-25
1
-1
/
+33
*
Pass key modifiers and unicode value as arguments to key up/down events.
David Thompson
2013-06-25
1
-4
/
+13
*
Apply SDL:enum->number on keysyms.
David Thompson
2013-06-25
1
-2
/
+5
*
Improve update loop logic.
David Thompson
2013-06-23
1
-8
/
+21
*
Can't use SDL:get-ticks before SDL is initialized.
David Thompson
2013-06-16
1
-6
/
+6
*
Add game-loop module.
David Thompson
2013-06-13
1
-0
/
+124