>I don't really understand how it works, it seems like it
>skips frames when it can't keep up with the graphics but
>that's exactly the opposite of what I want.
Both skipping frames and adjusting when the individual 'pictures' in the game are taken as far as I know.
>I want to determine the perfect framerate for a system,
>and lock to that to keep the experience as smooth as
>possible. I do not want to drop frames (only if it's
>consistent, so not noticable).
But since the perfect framerate is based processing speed, bussspeed, graphicscard renderspeed, graphicscard memory speed and a host of other issues, you will find it dificult to do that.
Frametweening makes it easy to run the game logic at a set rate(for example 30 times per second) and leave the graphics to run at whatever the graphics hardware can achieve.
The frame-tweening code from the castle demo is in the code archives as a framework.
http://www.blitzbasic.com/codearcs/codearcs.php?code=9
Andy
>skips frames when it can't keep up with the graphics but
>that's exactly the opposite of what I want.
Both skipping frames and adjusting when the individual 'pictures' in the game are taken as far as I know.
>I want to determine the perfect framerate for a system,
>and lock to that to keep the experience as smooth as
>possible. I do not want to drop frames (only if it's
>consistent, so not noticable).
But since the perfect framerate is based processing speed, bussspeed, graphicscard renderspeed, graphicscard memory speed and a host of other issues, you will find it dificult to do that.
Frametweening makes it easy to run the game logic at a set rate(for example 30 times per second) and leave the graphics to run at whatever the graphics hardware can achieve.
The frame-tweening code from the castle demo is in the code archives as a framework.
http://www.blitzbasic.com/codearcs/codearcs.php?code=9
Andy