Game programming and quantity of timers
- by andresjb
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?