Reimplement the way the game timing is done, simplifying it and
authorMatthew Mondor <mmondor@pulsar-zone.net>
Mon, 10 Apr 2023 15:34:47 +0000 (15:34 +0000)
committerMatthew Mondor <mmondor@pulsar-zone.net>
Mon, 10 Apr 2023 15:34:47 +0000 (15:34 +0000)
commit69b705f427ab7a16c377a1fe8ed174d24095c158
treeb8887f3ddbac8f019f7a14641035ea36f6659514
parent8c8f5cdf06971bd76f38141a7a754ccb2c40558a
Reimplement the way the game timing is done, simplifying it and
keeping the code more easily portable to non-unix systems.  Some
timing artifacts are more detectable than when using setitimer(2)
but they are still minimal versus the original implementation using
halfdelay().  Those were slightly less apparent when restoring the
maximum speed to 4, that was previously customized.  It is suspected
that some other code needed to be adapted for that limit to be
changed gracefully.
MATT-README.txt
src/main.cpp
src/main.h
src/mishaps.cpp
src/motion.cpp