Timing Code Made Easy?

BlitzMax Forums/BlitzMax Programming/Timing Code Made Easy?

Hi HN, yep, it's in fixed steps, but it's oh so very easy to code, just like the old days. :) lol.. The linear interpolation is really cool, but the idea of saving a before state for 100's or 1000's of objects seems daunting, plus when using algos that use sin, cos, patterns, offsets I can see where it would require alot more preplanning, etc. If I was coding an engine for 1 game I could see where tweening could be implemented from the group up, but not too sure if tweening should be added to a general use / prototyping engine.

Do you have any finished demos or games that use this tweening method? Would love to see tweening in action in a real world app. Thanks.