Wait, I thought the wrapping was achieved later in the code by something like:
if (now < then) { }
…Yes?
More observations (although… note that most if not all of my observations throughout both the TIGForums thread and this thread are basically subjective…):
Recently I seem to have observed that the GM example actually stutters more than I had thought. I think it’s usually better than the Java examples and all around GM’s the most consistent, but currently I suspect that:
-When GM stutters it can be more noticeable than some Java implementations? Especially on (only on?) those computers on which LWJGL’s vsync can take effect.
-GM usually tends to run smoothly for longer periods of time than the Java examples, but not? on those computers for which the Java examples don’t stutter (i.e. my school’s computers). Furthermore, on those computers GM seems to alternate between no stuttering and stuttering more frequently than the Java examples.
Also, another issue: While the simple GM example stutters on those school computers, I had difficulty detecting any stuttering (there was some stuttering, but very little of it) with the demo for a game of mine, Platform Battle 2. In fact I think this might also have been the case during some trials on our desktop (although Java stutters on it). This may have something to do with the implementation:
-With the simple example, nothing is scaled and the box is moved at 2 pixels, whereas, in PB2, although the object I observed (a moving platform in the tutorial) still moves at 2 pixels, the graphics are scaled to two times its “actual” size by a method by ChevyRay.
-PB2 uses a sprite for the platform and has a patterned background. (I do, however, think that I looked pretty closely…)