I guess that using Timers *IS* fixed rate logic, so's my method. What's nice with it is you can make a counter and reduce it by 1 each time and know that when it's 0, time's up. Plus you can move things in set increments and know that they'll collide if need be (collision is part of logic not render of course)
Red: Yeah basically timing method must be sorted and tested BEFORE you make a game otherwise you won't feel like converting everything, and if you don't, the game will be dodgy. It was the first thing I looked up 18 months ago when I first came on the forum. In fact I could have sworn I found it in the FAQ, but it's not there now ...
Red: Yeah basically timing method must be sorted and tested BEFORE you make a game otherwise you won't feel like converting everything, and if you don't, the game will be dodgy. It was the first thing I looked up 18 months ago when I first came on the forum. In fact I could have sworn I found it in the FAQ, but it's not there now ...