in game timers with blitz3d

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shipxspeed# = shipxspeed# * (1.0 - ((1.0 - 0.95)* delta#))


Would actually read as
shipxspeed# = shipxspeed# * (.05* delta#)

I think, which doesnt work. You cannot multiply by a delta - only add or subtract. However as I showed in my example above if you perform the multiplication or division at an interval using a software timer you can effectively use constant fps mathematics and still get all of the advantages of delta timing.