there is only 1 point where we differ :
this is wrong.
you cant say at this position how many frames will have to be skipped.
It is much better and accurate to look EACH frame if the one before is still to late then to look in future for x frames.
as long as i remember (early 3000) they always have been seperated, thats nothing new
you really think i could write a framelimiter and auto skip if i didn't know that ?
Quote:However if rendering made the game time pass into a different frame, it will check how many frames are behind and store them in a frameSkippingVariable. (integer)
this is wrong.
you cant say at this position how many frames will have to be skipped.
It is much better and accurate to look EACH frame if the one before is still to late then to look in future for x frames.
Quote:because it means they have seperated control between game logic and graphical rendering
as long as i remember (early 3000) they always have been seperated, thats nothing new
Quote:The FPS counter you see in games, is how many frames were actually rendered, while the game logic usually has a fixed FPS for algorithms
you really think i could write a framelimiter and auto skip if i didn't know that ?
Dolphin with Quadcore Support soon ? ....[color=#DCDCDC]Attention : knowledge inside[/color]
