Ok!
Timing is better (still not perfect) but what happens with the graphics?
Try this:
Could you see the gap in the render process? It's a big problem in a real time game.
Any idea to solve it?
Thanks a lot,
FiNegirO
Timing is better (still not perfect) but what happens with the graphics?
Try this:
Graphics3D 640,480,0,2 camera=CreateCamera() light=CreateLight() RotateEntity light,90,0,0 cube=CreateCube() PositionEntity cube,0,0,5 iniTime=MilliSecs() OneSecondTime = iniTime While Not KeyHit(1) tempTime=MilliSecs()-iniTime If MilliSecs()>=OneSecondTime+1000 ;1 second test Latency#=(MilliSecs()-OneSecondTime)/1000.0 testTime=MilliSecs()-OneSecondTime OneSecondTime = MilliSecs() testFloat#=1000/1000.0 EndIf UpdateWorld RenderWorld Text 0,0,"Latency="+Latency+" testFloat="+testFloat Text 0,12,"testTime="+testTime+" iniTime="+iniTime+" tempTime="+tempTime ;Text 50,50,"" + MilliSecs() Mod 1000 TurnEntity cube,-.4,.2,.3 If (MilliSecs() - OneSecondTime) Mod 1000 < 985 And (MilliSecs() - OneSecondTime) Mod 1000 > 5 Flip ;flip only if "far" from time checking EndIf Wend
Could you see the gap in the render process? It's a big problem in a real time game.
Any idea to solve it?
Thanks a lot,
FiNegirO