Hi, its a little confusing for me.
If i have a game set to a certain refresh rate, flip will work at these rate and the game logic is at same speed on every machine with same refresh rate, as long the pc is fast enough?
So i have at least 2 options in BMax to have the game run at same speed on different machines?
1) Slow down the loops to a level every machine could handle.
2) Use a Delta Timer
First option would be a bad one because you cant expect poeple having always updated there game/Gfx at refresh rate.
So only the joy of messing with delta timers is left if you want to make sure game logic is handled similar even at slow PCs?
@warren "How is delta timing complex and hideous?"
Huh? Its easy doing that for a rocket movement.
Its hideous if you have some complex AI stuff and many counter etc.
Its easy to forget a single delta timer at line 15000 which then screws your game.
Not hard to fix but hard to discover right in time ("The Fall" beta testers wouldnt find it for sure..hehe).
If i have a game set to a certain refresh rate, flip will work at these rate and the game logic is at same speed on every machine with same refresh rate, as long the pc is fast enough?
So i have at least 2 options in BMax to have the game run at same speed on different machines?
1) Slow down the loops to a level every machine could handle.
2) Use a Delta Timer
First option would be a bad one because you cant expect poeple having always updated there game/Gfx at refresh rate.
So only the joy of messing with delta timers is left if you want to make sure game logic is handled similar even at slow PCs?
@warren "How is delta timing complex and hideous?"
Huh? Its easy doing that for a rocket movement.
Its hideous if you have some complex AI stuff and many counter etc.
Its easy to forget a single delta timer at line 15000 which then screws your game.
Not hard to fix but hard to discover right in time ("The Fall" beta testers wouldnt find it for sure..hehe).