Original Post
I need a managed (no dllimports/win32 dependencies/etc) render loop for my C# application. Any ideas where I can find one? Or do any of you know of a good one?
Quote:
Original post by Thevenin
... it looks pretty promising, so if no better (managed) loop is known, I'll use it. [smile]
Quote:
Original post by krum
I call BS on this argument, but to each his own you know... they can run whatever loop they want. :-)
Quote:
Original post by Saruman
Unfortunately you are utterly wrong
Quote:
Original post by krum
Wrong about what? It does not appear to me that I made any specific statement to be wrong about.
Quote:
Original post by Thevenin
I need a managed (no dllimports/win32 dependencies/etc) render loop for my C# application.
Any ideas where I can find one? Or do any of you know of a good one?
Quote:
Original post by Etherstar
I've always been a fan of the OnPaint() event handler method. You put your game loop inside an override of your Form's OnPaint method, then call this.Invalidate() at the end of the loop right away. A lot of people feel its hackish and ugly, but it gets the job done and I think it actually makes some logical sense going in the OnPaint method. It doesn't have the memory overhead of the DoEvents method.
Quote:
Original post by cody
I dont think DoEvents() makes any difference.
protected override void WndProc(ref Message m){ switch (m.Msg) { case (int)Win32Message.Paint: Frame(); break; default: base.WndProc(ref m); break; }}Quote:
Original post by paulecoyote
I was going to post Millers loops - but they do the whole dllimport thing - something the OP didn't want to do.
This topic has been locked by a moderator. New replies are not allowed.
With your permission, GameDev.net uses analytics cookies to understand how people use the platform. You can accept analytics or continue with necessary cookies only. Learn more