I guess the question is straightforward. I'm creating a simple 2D game with a few animation and 30 or 60 fps are more than enough. I'd like to cap the fps to reduce power consumption on my laptop when testing my own game. I can manage that from the nvidia control panel, but I can do that from ingame code? I can see many games provide a fps cap option. How do they achieve that? Sleeping/calling Sdl_delay doesn't seem a great option and neither is active waiting while checking for passed time. Is there an hardware mechanism I can block to?
Well, I finally watched this movie yesterday, with 0 expectations and I actually enjoyed it. I'm surprised to learn it jas >90% score on Rotten Tomatoes as I wouldn't rate it that high, but I found it very compelling; I was actually looking forward to how they would come out of those bad situations this time. Characters were strangely well developed with backstory that didn't make my eyes roll. Sure, not original, but well told. I was expecting a Netflix movie type (dull and somewhat boring) and ended up with a good pic. Hoping for a sequel.
... and found it incredibly addicting. It's my first attempt at playing an ATC game and I keep coming back to it. I looked around for modern alternatives, but they seem a bit too complicated for my tastes. KA hits the sweet spot, because it's very simple to learn (almost "arcadey") and yet though to play. I wasn't expecting it. Was it popular back in the day?
I have been reading about this new language for a while. It's a C competitor, very slim language with very interesting choices, like supporting cross platform compilation out of the box, supports compiling C/C++ code (and can be used as a drop in replacement for C) to the point in can be used as replacement of (c)make and executables are very small.
But, like all languages, adoption is what makes the difference. And we don't know how it goes.
Is anyone actually using Zig right now? Any thoughts?
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