Timing Code Made Easy?

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This version has no tweening. It's alot easier to comprehend and code. I've done some tests with this and my delta methods, both give very useable results.

Flip = 0: Delta time yields smoother animation. Fixed logic shows more jitters. I don't have jitter correction for fixed logic so this could possibly be improved.

Flip = 1: Both can produce smooth as butter animation when rendering at monitor refresh rate. When render speed is slower than the monitor refresh rate, fixed logic can introduce the jitters because there is larger movements between frame renders.

Coding: Delta is capable of producing better results on higher end machines due to there is no capping on the logic or render rates. However fixed logic has it's advantages mainly because it's easier to comprehend and code, resulting in quicker development time.

Big& confirmed my thoughts on how the fixed logic code works. So it really comes down to coder preference. Both options are valid for game design. Do you want to code with "every x number of frames do this" or "every VARms that has passed do this". :)