[Haskell-cafe] threadDelay granularity
Peter Verswyvelen
bugfact at gmail.com
Tue Apr 7 10:34:22 EDT 2009
Do you want to cap the rendering framerate at 60FPS or the animation
framerate?
Because when you use OpenGL and GLFW, you can just
GLFW.swapInterval $= 1
to cap the rendering framerate at the refresh rate of your monitor or LCD
screen (usually 60Hz)
On Tue, Apr 7, 2009 at 1:41 PM, Ulrik Rasmussen <haskell at utr.dk> wrote:
> Hello.
>
> I am writing a simple game in Haskell as an exercise, and in the
> rendering loop I want to cap the framerate to 60fps. I had planned to do
> this with GHC.Conc.threadDelay, but looking at it's documentation, I
> discovered that it can only delay the thread in time spans that are
> multiples of 20ms:
>
>
> http://www.haskell.org/ghc/docs/6.4/html/libraries/base/Control.Concurrent.html
>
> I need a much finer granularity than that, so I wondered if it is
> possible to either get a higher resolution for threadDelay, or if there
> is an alternative to threadDelay?
>
> I noticed that the SDL library includes the function "delay", which
> indeed works with a resolution down to one millisecond. However, since
> I'm using HOpenGL and GLUT, I think it would be a little overkill to
> depend on SDL just for this :).
>
>
> Thanks,
>
> Ulrik Rasmussen
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