Better to check for >= and <= then?
Yes. Even better would be to check for errors within a certain margin of error. Is there something specific you need it for? When there's no swapping buffer than i only would have to draw the new position and woops there is the labyrinth.
True. But you might find that it's often just as fast to just redraw everything, rather than figure out which bits have changed. By the way does anyone know if triple buffering is used anymore (not with blitz) or ist the benefit just to small compared to the memory usage?
Well it's used sometimes. Most games don't bother anymore tho'. :O) Yes it does but it depends on the code which has to be run and if it's delta organized or not.
Except in Blitz your game loop always runs at the speed you tell it, regardless of refresh rate. It would be the easiest solution for easy drawings which are done fast.
And would add needless Y position sorting code to your game loop to ensure that every objects is drawn ahead of the electron beam. The problem is that today, that is not faster than letting the GPU determine the fastest way.Additionally not all screens use a (raster) scanning electron beam to draw the display (your TFT screen for instance), so you will get some tearing anyway.