I was wondering would I still need to use a basic game loop for this particular operation?
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If your application has a UI then it is required, if it is a console application then you don't need a message loop. – Ismael Mar 08 '10 at 16:32
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please note that by "game loop" I assume you mean a loop that runs as often as possible or at the VSYNC rate of the display, not event driven – Ben Voigt Mar 08 '10 at 20:26
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No, just use CreateWaitableTimer, SetWaitableTimer, and then use MsgWaitForMultipleObjects instead of GetMessage or PeekMessage in your event dispatch loop (typically in WinMain).

Ben Voigt
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You could create a timer and perform that action on WM_TIMER message handling or on timer proc function you specify when creating the timer.

Cătălin Pitiș
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You can implement timers more generally and portably by using the Boost Asio library.
Here's an example of creating an asynchronous timer.

Peter Alexander
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