"please search the forums before you pose a relatively common question such as yours"
Seriously, i have spent most of the afternoon searching for a solution on the forum. 80% of the topics i found said what you say "look in the forum". The relevant topics are very old and i tried those but none really adress the shaky graphics.
Have you tried a google search? Damn near impossible to find even a relevant site. Thanx for the site though, i'll dive right in. Retracing my steps i saw i looked over the same suggestion made by Muttley. A lot of people have a lot of links beneath their posts, i must have mistaken his suggestion for a personal link (can't find the right word for it). But seriously, i actually do some research before i post a question.
"Errrr... nobody uses Max3D ..."
Yeah sorry Max3D should be Blitz3D. About the code examples, most i found were different variablenames but the same idea:
*Many variations found on this one
or
*Also tried this one but seriously, using the speedfactor on all equations? There must be an easier way.
All shaky graphics :(
I'll go read gaffer now.
Seriously, i have spent most of the afternoon searching for a solution on the forum. 80% of the topics i found said what you say "look in the forum". The relevant topics are very old and i tried those but none really adress the shaky graphics.
Have you tried a google search? Damn near impossible to find even a relevant site. Thanx for the site though, i'll dive right in. Retracing my steps i saw i looked over the same suggestion made by Muttley. A lot of people have a lot of links beneath their posts, i must have mistaken his suggestion for a personal link (can't find the right word for it). But seriously, i actually do some research before i post a question.
"Errrr... nobody uses Max3D ..."
Yeah sorry Max3D should be Blitz3D. About the code examples, most i found were different variablenames but the same idea:
Local starttime:Int = MilliSecs() Local endtime:Int = MilliSecs() Local diff:Int = endtime - starttime ' Our target framerate is 60 frame per second, it means take each frame must ' last for 1/60 of a second, which is 16.666 millisecond. ' We are going to round that to 17. Local pausedelay:Int = 17-diff If pausedelay > 0 Then Delay(pausedelay) Else pausedelay = 4 End If starttime = endtime+pausedelay Flip(0)
*Many variations found on this one
or
;place this in initialization Global SpeedFactor#=1.0 Global GameTime=5 Global FrameTime=MilliSecs() ;place this in main loop SpeedFactor#=Float(MilliSecs()-FrameTime)/Float(GameTime) FrameTime=MilliSecs() ;multiply every addition equation by SpeedFactor# x=x+1*SpeedFactor#
*Also tried this one but seriously, using the speedfactor on all equations? There must be an easier way.
All shaky graphics :(
I'll go read gaffer now.