In BlitzPlus (WaitEvent doesn't apply to Blitz3D), I use WaitEvent exclusively. The only reason I can see not using it is for backwards compatibility with Blitz2D.
You are correct in your other assumptions.
I usually start with a loop like this:
You can even enclose the Select WaitEvent() block in a Select GameState block, along with more Select WaitEvent() blocks for other states.
You are correct in your other assumptions.
I usually start with a loop like this:
CreateTimer(60) InitGui() InitGame() Repeat Select WaitEvent() Case $803 : End ; other cases here (input, etc) Case $4001 Logic() Update() Render() End Select Forever
You can even enclose the Select WaitEvent() block in a Select GameState block, along with more Select WaitEvent() blocks for other states.