Tweening

Blitz3D Forums/Blitz3D Programming/Tweening

Because of floating point rounding errors, I like b32's suggestion which corrects for such:
RotateEntity mesh, 0, Millisecs() * 180 / 1000, 0 


I might adjust it a little, though. If you want one 180 degree rotation per second, then you will of course use millisecs(). But, the current amount of ms since you last checked is what you really want, not the ms command itself.

So, I would suggest:
start = millisecs()
;
ms_diff = millisecs() - start
if ms_diff > 1000 then start = millisecs():ms_diff=ms_diff-1000
RotateEntity mesh, 0, ms_diff * 180 / 1000, 0