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.
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