Reply to Re: Dink Smallwood v1.08 - Suggestions
If you don't have an account, just leave the password field blank.
Ah, that's right... any frame delay under 17 would just act as if it was 17, right?
Anyway, Seth said:
"I would lock the framerate to 60 FPS or so. (if less than 17 milliseconds passes since the last update tick, just do a Sleep(1) and then check again would be a simple way to do it."
I think there are some machines where Dink doesn't work because it can update too fast or something... hrm.
What if it calculated all of the positions and everything on each frame hit, and then decided to draw the screen or do a Sleep(1) depending on the last actual draw time? The projectiles should still be about in the same place... though it might screw other things up, I haven't thought it through.
Anyway, Seth said:
"I would lock the framerate to 60 FPS or so. (if less than 17 milliseconds passes since the last update tick, just do a Sleep(1) and then check again would be a simple way to do it."
I think there are some machines where Dink doesn't work because it can update too fast or something... hrm.
What if it calculated all of the positions and everything on each frame hit, and then decided to draw the screen or do a Sleep(1) depending on the last actual draw time? The projectiles should still be about in the same place... though it might screw other things up, I haven't thought it through.







