delta timing and rotation

BlitzMax Forums/BlitzMax Beginners Area/delta timing and rotation

hub(Posted 2007) [#1]
Hi !
When you use delta timing. should you also apply the computed delta value with rotations ? For example if you rotate an static sprite ?

(in this case, thanks to you to post a tiny example to show what you multiply by delta , consider 'Delta' as the delta time computed value)

Thanks !


GfK(Posted 2007) [#2]
When you're using delta timing, all movement, rotation, scaling etc needs to be multiplied by delta. I don't see how I can post a sample as it should be clear enough?


hub(Posted 2007) [#3]
yes, it's true, very clear and logic. i must be tired this evening ! Time to me to go to bed Thanks gfk.


Grey Alien(Posted 2007) [#4]
say you have two variables: CurrentAngle: Float and RotationSpeed: Float. You do this:

CurrentAngle:+RotationSpeed*Delta

OK?