Any pitfalls to using this code? I found it in the awesome "Annihilation" game source code. When I did some sprite tests, the animation was a little more jittery compared to my delta logic, but for someone who wants a fixed logic framework, this might be ideal.
Const ReqFPS:Int=60 ' how often to update logic Global SUperiod:Int=1000/ReqFPS Global SUtime:Int=MilliSecs()-SUperiod Global SUelapsed:Int Global SU:Int Global SUticks:Int ' Repeat Repeat SUelapsed=MilliSecs()-SUtime Until SUelapsed SUticks=SUelapsed/SUperiod If SUticks>1000 Then SUticks=1 For SU=1 To SUticks SUtime=SUtime+SUperiod UpdateLogic() Next Cls RenderAll() FPS() DoDebug() Flip(0) Until QUIT=1