Various frame-limiting methods...

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Yavin - The demo with the chap running around the castle with B3D has render tweening.

Chris- I recently experimented with both methods. DeltaT method seems nicer in some respects but will always be jerky, and if you ever want a game with some physics in it, you can notice you get different results on different machines.

Tweening is definitely the way to go. Nothing can get missed, and your game logic is updating at the rate you set. It is only the gfx that are updated more often (as fast as your machine will provide). The only annoying side effect I have noticed with tweening is where you reposition an entity that you want to instantly jump to a new position. Without tweening that's exactly what you get, but the tweener has no way of knowing you don't want that object tweened. Anyone got any ideas for a workaround?