Flame Timing Options

Blitz3D Forums/Blitz3D Programming/Flame Timing Options

Craig H. Nisbet(Posted 2004) [#1]
I'm looking for opinions here. What's the best method for ensuring accurate frame timing in your game loop. Any ideas?


Bot Builder(Posted 2004) [#2]
Probably delta timing, but I think that actually smoothing the timing coefficient makes it better as its kinda odd to use your last frames time to calculate your timing coeff.


Craig H. Nisbet(Posted 2004) [#3]
Whaa?


Bot Builder(Posted 2004) [#4]
hmm. What I mean is that every frame you figure out how long the last frame took divided by the 'target time'; this is the timing coefficient as all you have to do is multiply movement/rotation values by it. However, this approach doesn't work very well in some cases, so a more reasonable approach is to take the average frametime and use that for the coeff. That way your game won't suddenly 'jump' if somthing complex happens.

[edit] what's with the topic title anyway? what's this have to do with flames? and btw, flames flicker at about 60 times persecond.