Third party systems and deltatime.

BlitzMax Forums/BlitzMax Beginners Area/Third party systems and deltatime.

tonyg:
I'm not sure what it is you are asking.

In my sprite system you call Animate.Update() with the number of milliseconds the last frame took to render.

Any particle system should have the same sort of update function. That tells it how far to step forward for the next frame.

If they don't require you to pass a value like that, then they probably assume that you update your game logic at a fixed rate, say, 60 times a second, regardless of what the framerate is. So all the speeds and things you input would be X number of pixels/units per 1/60th of a second. Many of the Blitz3D demos used this kind of timing. I think it's a pain in the ass, but it does help make physics more stable and allows you to record demos. But it also makes it difficult to do things like hide objects at just the right moment without having them potentially fade out if you're doing it by changing alpha for example. Deltatime is much easier. Of course you could also combine your fixed update rate with a fixed framerate, but then your game will slowdown if the framerate dips below whatever you chose.

But I'm really getting off subject here I think, cause I don't really know what you're asking. You sound like you know how to implement delta time. I'm not sure why you would be confused about calling two update functions instead of one with the same delta time variable each frame.