timebased TOKSIM_Advance
Blitz3D Forums/Blitz3D Userlibs/timebased TOKSIM_Advance
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hi, i've a problem with calling TOKSIM_Advance. I'd like to call the updatefunction timebased, but sth. like this: repeat fps = currentfps() toksim_advance(1.5/fps,1) until keydown(1) does not work. thx for your help (and excuse my bad english ;) |
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Just guessing, don't you need to float your fps? fps#= float(currentfps()) toksim_advance(1.5/fps#,1) until keydown(1) |
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o.O youre the second person using this code ive seen this week. Is it a sample or something? That reminds me, i better tell the other guy.... |
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no, it was my idea. because in all tutorials you find: const fps = 60 ;... toksim_advance(1.5/fps,1) @Shifty Geezer oh jea, i'll try this. edit: no, this doesn't work. |
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ok, i found a solution. But it's not the nicest one. toktimer% ;... tok_tiks% = WaitTimer(toktimer%) For I = 1 To tok_tiks% TOKSIM_Advance(1.5/200,1) Next Is there maybe an other one? |
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I use const fps = 60 in many of my demos. The fps constant is meant to be the number of physics updates per second. You should use a fixed timestep for best results as a variable timestep can make even a RK4-integrator go bananas. I recommend reading this timestep tutorial by Gaffer(Glenn Fiedler) http://www.gaffer.org/articles/Timestep.html |
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oh, the master himself ;) but the problem with constant fps is, that the game has not always 60fps, so the physics look sometimes very fast and sometimes like "bullettime" but thx for the tutorial, i'll have a look at it :) |
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oh jea. works very fine (same speed with 60fps and 300 fps :) thx very much! |