Timeline for How can I implement a real-time game loop in a text-based game?
Current License: CC BY-SA 3.0
13 events
| when toggle format | what | by | license | comment | |
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| Jan 20, 2015 at 16:54 | answer | added | user1430 | timeline score: 1 | |
| Jan 20, 2015 at 16:38 | history | edited | user1430 | CC BY-SA 3.0 |
deleted 15 characters in body; edited title
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| Jan 20, 2015 at 16:26 | answer | added | bogglez | timeline score: 0 | |
| Jan 20, 2015 at 8:17 | history | tweeted | twitter.com/#!/StackGameDev/status/557451930096914434 | ||
| Jan 20, 2015 at 6:10 | answer | added | Nathan Goings | timeline score: 0 | |
| Jan 20, 2015 at 4:26 | vote | accept | user59523 | ||
| S Jan 20, 2015 at 4:26 | history | suggested | david van brink |
Added tags to mention Windows and Text, which the question body specified.
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| Jan 20, 2015 at 4:15 | review | Suggested edits | |||
| S Jan 20, 2015 at 4:26 | |||||
| Jan 20, 2015 at 4:12 | answer | added | david van brink | timeline score: 1 | |
| Jan 20, 2015 at 3:39 | comment | added | anon | @davidvanbrink I think that would be better put as an answer. | |
| Jan 19, 2015 at 19:12 | comment | added | david van brink | You could spawn a second thread, in addition to the one that's waiting for input. (Then pass info via globals or thread-safe queues, between the console thread and your always-running thread.) Also see keyboard events, stackoverflow.com/questions/2067893/c-console-keyboard-events | |
| Jan 19, 2015 at 19:12 | review | First posts | |||
| Jan 19, 2015 at 20:32 | |||||
| Jan 19, 2015 at 19:03 | history | asked | user59523 | CC BY-SA 3.0 |