Frame rate locking doesn't cap the frame rate limit, only the update limit. I.e 30 fps will ensure the game logic updates at 30 intervals a second. The amount of renders will be as many as the gpu can handle, be it less (10fps) or more (200fps)...it just ensures the game logic is constant. (Or at least it does when I do it, can't speak for other people's methods)
Perhaps this is delta-timing as you see it, a clash of termnology...;) -Edit, wrote this before you edited.
As for the rest, I stand by it. Copying carbon data is very easy when you're in a simple '1 vector' situration like you say...but i've yet to see a project that was that simple come the end. :)
Perhaps this is delta-timing as you see it, a clash of termnology...;) -Edit, wrote this before you edited.
As for the rest, I stand by it. Copying carbon data is very easy when you're in a simple '1 vector' situration like you say...but i've yet to see a project that was that simple come the end. :)