Thanks Jeff, and no I know that it is not the write operation, since without it I get the same effect.
Hum. now that I look at it closer I can see that it only jumps in the begging and the rest of the time it remains pretty constant. So I guess the cause was something loading.
But still one thing really bothers me, why is it that when I artificially set a frame cap at say 65 fps, the movement still appears jerky, while if I let it run as fast as possible but change the screen refresh to 60hz, the movement is a lot smoother. Can anyone run a similar test and tell me if they see the same results?
Just go to gameLoop_KevGlass() method, set the sec variable to something like 20, and then either leave the sleep call at the bottom of the while loop for a frame cap, or comment it out for a fast as possible run. Any feedback will be much appreciated, thanks.
I just ran the test myself and noticedthat there is no difference in the time deltas that are passed to the update method. The movement is updated by x += dx * delta. So the deltas are the same for both a frame capped version, anda non capped 60 hz refresh version. Is thee something I am missing here? maybe haing to do with rendering and the refresh? I see no reason why it is not smooth in both vesions.