Пример #1
0
    // Update is called once per frame
    void Update()
    {
        //gameNetPerfMarker.Begin();
        gameNet.Loop();
        //gameNetPerfMarker.End();

        //backendPerfMarker.Begin();
        beamApp.Loop(GameTime.DeltaTime());
        //backendPerfMarker.End();
    }
Пример #2
0
        protected bool Loop(int frameMs)
        {
            // first dispatch incoming messages
            // while not self.netCmdQueue.empty():
            //     cmd = self.netCmdQueue.get(block=False)
            //     if cmd:
            //         self._dispatch_net_cmd(cmd)
            //         ge_sleep(0)  # yield


            // while not self.feMsgQueue.empty():
            //     cmd = self.feMsgQueue.get(block=False)
            //     if cmd:
            //         self._dispatch_fe_cmd(cmd)
            //         ge_sleep(0)  # yield

            // then update the game

            float frameSecs = (float)frameMs / 1000f;

            bgn.Loop();
            fe.Loop(frameSecs);
            return(appl.Loop(frameSecs));
        }