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2 questions
22
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6
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Separating game data/logic from rendering
I'm writing a game using C++ and OpenGL 2.1.
I was thinking how could I separate the data/logic from rendering.
At the moment I use a base class 'Renderable' that gives a pure virtual method to ...
6
votes
8
answers
485
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Is it useful to monitor framerate over the course of an arbitrary (but long) period of time?
How useful is it to keep a measurement of framerate over the course of long times (such as an hour) spanning multiple scenes/data environments?
I've had plenty of times where data throttling/pushing ...