[quote]I’ve only taken the “timer idea” (explained in your first post on that topic), because I’m not really interested in native solutions.
I know that a native timer is more accurate and that it don’t gives problems on different Window versions, but my library is “online oriented” and so I cannot use any DLL.
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I think you missed what I was saying. You can drop the DLL from existance and the timer will run just fine, albeit a little slow on windows. The worst that will happen is a nice exception printed in the Java log. The exception is trapped and will not impact your program in any way. Sorry you had to do all that work. :o
[quote]I was not so clear.
The problem I’ve tried to solve happens when a computer has an “accurate” timer and its resolution (for example 15ms) forces the game to run above 50fps.
In that case I simply wait two beats in order to make the game run at half the framerate possible.
This to prevent the game from running at 100FPS (maybe too many for some computers) when it only needs 25FPS.
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Umm… huh? Beats are not tied to any framerate. It simply a matter of trying to keep your animation as smooth as possible. If the timer generates 1000 beats per second, for 10fps you only want to render once every 100 milliseconds. Usually you’ll sleep in any left over time.
Sadly, no. The loading screen comes up, the load bar fills, then the screen goes black. I’m using Safari 1.0 and OS X 10.2.