Game programming and quantity of timers
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andresjb
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Published on 2012-10-13T13:57:12Z
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2012/10/13
15:55 UTC
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I've made a simple 2D game engine using C# and DirectX and it's fully functional for the demo I made to test it. I have a Timer object that uses QueryPerformanceCounter and I don't know what's the better choice: use only one timer in the game loop to update everything in the game, or an independent timer in every object that needs one.
My worry is that when I try to implement threads, what will happen with timers? What happens with the sync?
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