Fixed Steps and Tweening

BlitzMax Forums/BlitzMax Programming/Fixed Steps and Tweening

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

Very nice stuff. I've been involved in a few IRC debates on this subject, and I still firmly believe this technique is as good as anything else for a simple game and better than anything else for a complex game ( ie: any kind of physics. ) For whatever reason, it is not widely known that even simple integration ( ie: any of the physics engines ) will become unreliable if you don't pass a constant delta, and this is the only way I know to keep the updates silky smooth and still get your constant delta.

It's very good of you to share it, and I hope people latch onto it because it's one of the most useful pieces of code they'll find if they do.