More CPU-friendly message loop |
Author :
deu hon
Post Date :
2009-10-29 02:56
Posts :
1
|
Hi, I've read that a message loop for a game should use a 'real-time' message loop such as:
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
}
However when I implemented it into my programs I find that it hogs up a lot of the CPU Usage and causes excessive system lag. So, I was wondering what would be a proper method to prevent or fix this problem while still having a real-time message loop. Any help is appreciated. |
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