Runs fine with Flip 1. The usual jitter is there ofcourse. I've emailed the person using this code in his games and asked him to verify:
Basically it seems it does the following:
If render speed is faster than logic speed, then it (repeats until) enough cycles have passed to compensate.
If render speed is slower than logic speed, then it calls the UpdateLogic() function enough times to keep the logic flowing at the requested speed.
Is that how it works then I can see why it would work for just about any situation. I will probably end up having uses for both styles of timing.
Basically it seems it does the following:
If render speed is faster than logic speed, then it (repeats until) enough cycles have passed to compensate.
If render speed is slower than logic speed, then it calls the UpdateLogic() function enough times to keep the logic flowing at the requested speed.
Is that how it works then I can see why it would work for just about any situation. I will probably end up having uses for both styles of timing.