Same speed on all machines and Tweening

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Was away all weekend doing Aikido.

Jake is something of a perfectionist
Actually this *is* true ;-) But I'm trying to temper it somewhat in order to increase my output.

Yeah I use 200Hz logic which is separate from the drawing code. I don't use any tweening on the drawing code, I simply draw the objects at the coords left after the logic finishes. Yes my framework uses fixed rate logic but then also has a delta component for the fractions of logic frames - so if the logic decide it needs to do 3.2 iterations, it does 3 with Delta at 1, and one with Delta at 0.2. This is a bit like doing the tweening on the Logic instead of the drawing. This method DID produce smoother results than just plain fixed rate logic. The jitter correction I added about a year latter also helped for ultimate smoothness on some machines (plenty are never smooth due to too many background tasks). BUT I guess if you have some physics sim that 100% relies on a Delta of 1 each time, the method wouldn't be suitable. I have found it fine for all my games so far though (works for action and casual games).

Most of the time 200Hz is fine and most PCs can handle it, but it any really complex logic occurs (e.g. lots of particles to be moved), then a few older PCs may struggle. Therefore I was considering dropping to 120Hz for my next game because it's twice 60Hz which most TFT screens are set at (or used to be, but now I understand some are higher). The only thing is if the 120Hz logic was slightly out of phase with the 60Hz display it may look odd (weird jerks or something), so perhaps it IS better to go higher and to a number that cannot divide equally into the display Hz. Also 200Hz is easy to work stuff out in (e.g. 1/5th of a second) whereas 120Hz is not so easy...