David Vallner wrote: > Paul Lutus wrote: >> >> The question is not whether it can be done, the question is why would one >> want to do it this way. In modern times a program like this is >> event-driven, not clock-driven, for excellent reasons. >> > > If it's a turn-based game, why not? Responsivity? The fact that the processor would not bother with the process unless there was a need, and the more need, the more attention. The usual reasons for event-driven design. > Besides, the architecture would be > similar anyway, you'd just evaluate the player actions in discrete > ticks, not immediately. Yep, true. I've always though event-driven made more sense in a case where there might not be any processing required at a particular time, or conversely, when there were a lot of players and a lot of attention needed. In detail, when there are no players, the timer gets the processor's attention for no reason, but when there are a lot of players, the timer cycles might begin to overlap, a contingency that must be handled in the game routine. Neither of these issues comes up with an event-driven design. -- Paul Lutus http://www.arachnoid.com