in game timers with blitz3d

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sorry wolron, I have used delta time in the past and found it to be a pain with Blitz.

Simple fact is that blitz millisecs() isnt all that accurate in the first place. Secondly, if your code is running at 1000 fps (meaning virtually 0ms between scan), how are you supposed to use that in getting your deltatime factor?

Delta time has never been smooth for me, and I know I am properly implimenting it. I currently use a way of slowing down the game to a frame rate around 60 fps. In that frame I check to see how long the last render and flip took and simply based the number of logic loops on that (meaning if the render/flip took longer, then I will have more logic loops running to make up for the time difference and vice versa).

This keeps it steady and accurate. Juyst my 2 cents though