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I am programming a lot of turn based game, all text, but how do you program real time combat in games, like an rts, or a shooter, where everything is not input based

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closed as not a real question by Jesse Dorsey Jul 18 '12 at 22:46

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    \$\begingroup\$ With a big loop... you should be more specific in your question. \$\endgroup\$ – Valkea Apr 4 '12 at 16:50
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    \$\begingroup\$ Do some research. This is a VERY broad topic. \$\endgroup\$ – notlesh Apr 4 '12 at 17:15
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Real Time games are just Turn Based games where the turns go by really fast. Also a "turn" doesn't pause to wait for input, instead either polling keyboard/gamepad/mouse states or getting the information via events.

The game loop is your friend. Here is a more detailed explanation of some of the basic concepts and techniques involved.

As a side note, making a real time text based game is going to be difficult due to the nature of the console window. I'd recommend reading up on some basic graphics/input handling so you have a good platform to work from. SDL is a good choice if you want to dive in and Lazy Foo' has some excellent tutorials on the matter. As a bonus, the game loop structure is used in a number of the tutorials so you'll have some actual implementation to experiment with.

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  • \$\begingroup\$ MUDs / text-based adventures are good examples of real-time text loops. \$\endgroup\$ – Kzqai Jun 28 '18 at 5:07
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Event handling in OOP or a loop if you're using a more traditional language.

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  • \$\begingroup\$ Well even an event handling system needs a loop as far as I know ;) \$\endgroup\$ – Valkea Apr 4 '12 at 17:15
  • \$\begingroup\$ yes, that's correct, I guess I was trying to add a tiny bit of detail to the generality here.... \$\endgroup\$ – Philip Apr 4 '12 at 17:23

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