Weird request here, fully accept this is not Xojo’s intended use case.
I’m toying with building a simple 2D game engine, just for fun really. Yes I know there are many better ways to build a game but, like I said, this is for fun and I enjoy using Xojo.
Implementing the game loop would be easier if I didn’t have to rely on Xojo’s event loop (eg MouseDown or KeyDown events).
Is it possible to somehow, through the magic of declares or otherwise create a console application that can provide me with a basic window and canvas to draw to?
Failing that, is there a way I can block the user events in a game loop and just poll periodically for user events? I ask because I suspect that the user input event system would have a detrimental effect on the performance of my engine.
Obviously I’m just at the pontificating stage of development at the moment and am probably over thinking things.
4 posts - 2 participants