Ok. i may need to study more on game-loops. i thoughd to understand the prupose of the various techniques.. may need some more work there. Does anyone know a sheet or anything, that explains the purpose of various loops?
How i see it is:
> Capping your UPS or LPS (dunno what is the official term for it) is something i want because i want the game to run steady on any machine. I forsee a problem tough if the UPS is lower then the max.
> Capping your FPS is something i want for my RPG. It is not a fast paced action shooter. Just 2D and 2D effects and explosions and stuff.. i think it will do at 50FPS. Reason for capping it, is to allow free processing time for other applications. If i wouldn't cap my Game anywhere, it would take 100% CPU. That is why i tried to delay it.
> Maybe make capping FPS optional.
The tweening in my code, i noticed only works when the UPS rans low... but when would that happen? even if it happens, that meens i only get to see 1 flip, = 1FPS. So whats the point anyway?
Im a bit lost... any docs will be very apriciated.
How i see it is:
> Capping your UPS or LPS (dunno what is the official term for it) is something i want because i want the game to run steady on any machine. I forsee a problem tough if the UPS is lower then the max.
> Capping your FPS is something i want for my RPG. It is not a fast paced action shooter. Just 2D and 2D effects and explosions and stuff.. i think it will do at 50FPS. Reason for capping it, is to allow free processing time for other applications. If i wouldn't cap my Game anywhere, it would take 100% CPU. That is why i tried to delay it.
> Maybe make capping FPS optional.
The tweening in my code, i noticed only works when the UPS rans low... but when would that happen? even if it happens, that meens i only get to see 1 flip, = 1FPS. So whats the point anyway?
Im a bit lost... any docs will be very apriciated.