Thanks for your replies, quite helpful.
This leads to my next question:
If I used a 'delay' statement as part of a frame limiting algorithm in a full screen game is it then possible that when the 'delay' command is executed the actual delay could be longer (by a significant amount) because some other windows app decides to use the CPU heavily and take control of the CPU for longer than the amount specified when the 'delay' command was executed.
And - if that were true I'm guessing it would be better to use the simple "repeat..until millisecs()-timebeforethisloop>somesmallamount"?
This leads to my next question:
If I used a 'delay' statement as part of a frame limiting algorithm in a full screen game is it then possible that when the 'delay' command is executed the actual delay could be longer (by a significant amount) because some other windows app decides to use the CPU heavily and take control of the CPU for longer than the amount specified when the 'delay' command was executed.
And - if that were true I'm guessing it would be better to use the simple "repeat..until millisecs()-timebeforethisloop>somesmallamount"?