"None of these problems were in Blitz3D."
You must be joking. Basically you can use delta timing - never really liked it because the framerate will vary too much and your characters movement will jump - even when averaging out the frame times.
2nd option is render tweening which seems to work well in smoothng frame rates but I've heard problems with physics occuring. To be honest I've not written any 3d and so the 3d guys here will know about the problems with this system.
The 3rd option I've heard about and have been using is basically a simulation of syncing with the refresh rate. ie run logic at a high rate and scale to the user PC - and then flip when the screen refreshes.
This is an excellent system but the logic has to be run many times to be able to scale correctly.
I've always hated the fact of PC programming that every bodies PC runs at a different speed so we have to compensate and compromise our efficiency to overcome this problem.
Each console (and past computers) all ran at exactly the same speed and synced with a constant refresh rate (which Max now seems to give us). Running at a constant speed - rather than fluctuating has got to be smoother and really does give a much better result.
Any comments on what I've said Mark?
You must be joking. Basically you can use delta timing - never really liked it because the framerate will vary too much and your characters movement will jump - even when averaging out the frame times.
2nd option is render tweening which seems to work well in smoothng frame rates but I've heard problems with physics occuring. To be honest I've not written any 3d and so the 3d guys here will know about the problems with this system.
The 3rd option I've heard about and have been using is basically a simulation of syncing with the refresh rate. ie run logic at a high rate and scale to the user PC - and then flip when the screen refreshes.
This is an excellent system but the logic has to be run many times to be able to scale correctly.
I've always hated the fact of PC programming that every bodies PC runs at a different speed so we have to compensate and compromise our efficiency to overcome this problem.
Each console (and past computers) all ran at exactly the same speed and synced with a constant refresh rate (which Max now seems to give us). Running at a constant speed - rather than fluctuating has got to be smoother and really does give a much better result.
Any comments on what I've said Mark?