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JoNy

@JoNy
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  • structuring in MFC
    J JoNy

    Thanks, no it is not contradictory since I am not interested in sync between physical simulation and the view of it. If the simulation iterates 100 times/sek and the view of it 12 times/sek that means that the action (i.e every tiny little change)occurs faster than what is possible to show. But the thing with physical simulations is that it has to take all those small steps to reach a certain point. How do I create separate worker threads? Are there any good articles on it? Thanks again /JoNy

    C / C++ / MFC question c++ graphics game-dev tutorial

  • structuring in MFC
    J JoNy

    Hi, I am new to MFC and work on a physical simulation application. I am a bit insecure on how to build up the program and would be thankful for any advise. The simulation shall be updated as often as possible. The update of the simulation then affects the viewing data (vertices and polygons etc) displayed using OpenGL. The framerate of the viewupdate shall be fixed to around 12/sek. 1.Where is best, most natural, to put the simulationupdate-call? Is it in a CWinApp derived class´s Idle-Event-handler? In that case, how do I get a pointer to the CDocument-derived class that holds the simulation-data? 2.Where is best to put the view-update-call, i.e the call that updates the viewing data and then redraws the display-window? Is it in a timer-event of a CView derived class? Thanks/JoNy JoNy

    C / C++ / MFC question c++ graphics game-dev tutorial

  • slow OpenGL in MFC
    J JoNy

    Thanks, how do I check if the application finds the 3d hardware? /JoNy

    C / C++ / MFC graphics c++ game-dev performance help
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