There isn't much to say about delta. Simply determine the speed and use it as a multiplyer for all movements.
ttold=tt
tt=millisecs()
ft=tt-ttold
speed#=16.67/ft
...
moveentity player,0,0,walk*speed
updateworld(speed#)
Maybe you should limit the min and max of "speed#" to prevent jumps when the system pauses for some reason.
I have also seen some problems with Firewalls, especially zonealarm seems to pause the Millisecs() Timer if an alert pops up (even when unseen in fullscreen) which results in delta-t jumps. So it might be a good idea to use the average delta-t with smoothing or only sporadic delta-t calculation updates.
ttold=tt
tt=millisecs()
ft=tt-ttold
speed#=16.67/ft
...
moveentity player,0,0,walk*speed
updateworld(speed#)
Maybe you should limit the min and max of "speed#" to prevent jumps when the system pauses for some reason.
I have also seen some problems with Firewalls, especially zonealarm seems to pause the Millisecs() Timer if an alert pops up (even when unseen in fullscreen) which results in delta-t jumps. So it might be a good idea to use the average delta-t with smoothing or only sporadic delta-t calculation updates.