NO.
At some frequencies its right, but most of the time it cannot be garenteed to have waited the lenght of time you wanted. (but its a piddleing difference, so... not really important.
At some frequencies its right, but most of the time it cannot be garenteed to have waited the lenght of time you wanted. (but its a piddleing difference, so... not really important.
It's hugely important in multiplayer games though, syncronising innacurate millisecs() reports over different machines to match game speed and not provide an advantage, in say, a racing game... I'm interested in any technique that can make syncronised network time simpler, but i'm not convinced this is it sadly - although i'd have liked it to be :).
As for dynamic objects - yah, makes a huge difference - but mostly I try to stick to instancing now - so I only have 1 copy of a mesh loaded. Of course, that depends entirely upon 3D engine as to whether it's possible... :) Oh B3D why are you so out of date !? :)