public AudioApplication(GlobalWorld source, Context overrideContext) : base(source, overrideContext) { targetFrequency = TimeSpan.FromSeconds(1f / 500f); timeApp = new TimeApp(Data.Context); fts = new FixedTimeStep { TargetFrameTimeMs = (int)targetFrequency.TotalMilliseconds }; worker = new ApplicationWorker("Audio"); }
private static void SetTimer() { // Run(); aTimer = new System.Timers.Timer(300000); aTimer.Elapsed += OnTimedEvent; aTimer.AutoReset = true; aTimer.Enabled = true; ApplicationWorker applicationWorker = new ApplicationWorker(exitLocker); applicationWorker.Run(); aTimer.Start(); }
public SimulationApplication(GlobalWorld source, Context overrideContext) : base(source, overrideContext) { // register game world since it's kinda important for the simu app, ahah Data.Context.BindExisting(gameWorld = new GameWorld()); Data.Context.BindExisting <IBatchRunner>(batchRunner = new ThreadBatchRunner(0.5f)); // we only use 50% of the cores targetFrequency = TimeSpan.FromSeconds(0.02); // 100 fps timeApp = new TimeApp(Data.Context); fts = new FixedTimeStep { TargetFrameTimeMs = (int)targetFrequency.TotalMilliseconds }; worker = new ApplicationWorker("Simulation"); }
private static void OnTimedEvent(Object source, ElapsedEventArgs e) { ApplicationWorker applicationWorker = new ApplicationWorker(exitLocker); applicationWorker.Run(); }