Mark's frametweening code - 60fps or 20fps?

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Oh hold on, now I see - if I change the 1 to a 0, Captureworld() is only called every other loop, so the system presumably has half as much work to do, which would explain the double in framerate.

Hmm, so that means that the rendertweening is only using updated captured info every other loop, with the physics and controls etc.. updating every loop, so the visual update positions etc.. must lag 1 frame behind the actual physics, but only every other frame.

So that explains why the game still runs the same, but the rendertweening is only having to do half as much. Captureworld() is not being called 50% of the time.

Well that seems OK to me, seeing as you can't tell the difference in the game but it runs twice as fast.

According to the docs -
CaptureWorld 'captures' the properties (position, rotation, scale, alpha etc) of each entity in the 3D world.


So I don't do this every other loop, the tweening just uses the old positions and lots of time is saved in the main program loop.

That seems way too easy...perhaps I am overlooking something here???