i've run into the same sorta timing thing... i wound up slowing down the game logicm independent of the refresh rate, so that everything has a chance to get done before the next game tic...
still though, i can see some potential problems... and each level of the game has to have a different logic speed...
this is what i'm asking Ant about now concerning the structure of his latest 'engine'... the 'stuffing all the update function calls for everything in your game in mainloop' method is what i have a problem with...
better to have some sort of messaging or callback available... yes, no ?
--Mike
still though, i can see some potential problems... and each level of the game has to have a different logic speed...
this is what i'm asking Ant about now concerning the structure of his latest 'engine'... the 'stuffing all the update function calls for everything in your game in mainloop' method is what i have a problem with...
better to have some sort of messaging or callback available... yes, no ?
--Mike