game.h
Public Functions
bool
clientProcess(U32 timeDelta)
Processes the next frame, including gui, rendering, and tick interpolation.
bool
serverProcess(U32 timeDelta)
Processes the next cycle on the server. This function will only have an effect when executed on the server.
Detailed Description
Public Functions
clientProcess(U32 timeDelta)
Processes the next frame, including gui, rendering, and tick interpolation.
This function will only have an effect when executed on the client.
serverProcess(U32 timeDelta)
Processes the next cycle on the server. This function will only have an effect when executed on the server.
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _GAME_H_ 25#define _GAME_H_ 26 27#ifndef _TORQUE_TYPES_H_ 28#include "platform/types.h" 29#endif 30 31/// Processes the next frame, including gui, rendering, and tick interpolation. 32/// This function will only have an effect when executed on the client. 33bool clientProcess(U32 timeDelta); 34 35/// Processes the next cycle on the server. This function will only have an effect when executed on the server. 36bool serverProcess(U32 timeDelta); 37 38#endif 39