One potential problem with delta timeing is the millisec value will eventualy "roll over" back to zero...which in turn can lead to a game update basied upon a huge negative elapsed time...Of course this is very rare (like once every month or so if the PC is left continuesly on)...but the result can be pretty devistateing if not taken into account.
A simple check of elapsed time (if elapsedtime>0 then continue to update the game) is all you really would need...Sure it could lead to a skipped update when it occurs, but that is better then the player suddenly finding themselves and other game objects thrown across the map because elapsed time, used to calculate movements, winds up being some huge negative number during a update....so keep it in mind
also you really may not want your application to monopolise the CPU if you want it to live happily with a multitasking enviroment like Windows...course there are better functions then Blitz timers that are suited to maximizeing your use of the timeslice granted by the OS.
A simple check of elapsed time (if elapsedtime>0 then continue to update the game) is all you really would need...Sure it could lead to a skipped update when it occurs, but that is better then the player suddenly finding themselves and other game objects thrown across the map because elapsed time, used to calculate movements, winds up being some huge negative number during a update....so keep it in mind
also you really may not want your application to monopolise the CPU if you want it to live happily with a multitasking enviroment like Windows...course there are better functions then Blitz timers that are suited to maximizeing your use of the timeslice granted by the OS.