For Delta timing you multiply all movement my the delta time, that way it can pump out Max FPS but the movement (and logic?) will only tick along at the delta time. Say:
B3D Example:
I think alot of the reference to Mark's timing is actually from the Mak Castle Demo in the Blitz3D Samples Folder.
Timing code:
Its pretty easy to follow. Hope it helps :)
B3D Example:
MoveEntity Player, 0, 0, 10 * DeltaTime
I think alot of the reference to Mark's timing is actually from the Mak Castle Demo in the Blitz3D Samples Folder.
Timing code:
Const FPS=30 period=1000/FPS time=MilliSecs()-period While not keydown(001) ; Main Loop Repeat elapsed=MilliSecs()-time Until elapsed ;how many 'frames' have elapsed ticks=elapsed/period ;fractional remainder tween#=Float(elapsed Mod period)/Float(period) For k=1 To ticks time=time+period If k=ticks Then CaptureWorld UpdateGame() UpdateWorld Next Renderworld tween#
Its pretty easy to follow. Hope it helps :)