smooth timing
Blitz3D Forums/Blitz3D Programming/smooth timing
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what various methods of game timing do you have which compensate for fast and slow, yet do not utilize blitz tweening? |
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I usually do it like this:mintime=20 ;the minimum time for one loop. optional oldtime=millisecs() While not keyhit(1) While millisecs()-oldtime<mintime wend msDelta=millisecs()-oldtime oldtime=millisecs() ;do everything ;example of how i move objects with this: MoveEntity entity,0,0,0.1*msdelta wend This worked fine for me always.. |
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t=millisecs()-17 while not moronic t2=t t=millisecs() d#=float(t-t2)/16.67 moveentity player,0,0,1.0*d UpdateWorld(d) wend |
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Delta with average of stored delta history to smooth the pops. |