Alright,
Shall we talk a bit more about that delta variable ?
I did understand the concept behind it, but there’s still something I don’t get.
I’m still using the < app.setTargetFrameRate(60) > easy mode, but I wish I could use the delta someday.
When you use assisted-tools/makers (Game Maker & such), you usually don’t have to worry about the time because when you set the FPS to 60, you’re pretty sure that a script in there will be called 60 times per second (probably less if lagging, but no more)
That bit is really important for, say, fighting games, when you want to have a character’s punch last for exactly 5 frames.
Still, when I try to think on how to achieve this with the delta variable, my mind doesn’t seem to be able to resolve this. >:(
For example, lots of game use something like < posX += velocity * delta >, but I don’t see how I can apply something like that for a game when I want to make absolutely sure that each “important” frames are shown.
If a ball were to bounce off a wall, with proper collision code it won’t be a problem but isn’t there a risk that you “won’t see” the ball bouncing off the wall?
To be precise, let’s say that we have something like that :
//velocity = 1, T stands here for Time, or a Tick in the game loop actually.
T1: x += velocity; //x - 2
T2: x += velocity; //x - 1
T3: x += velocity; //x reached -> bouncing -> velocity *= -1
T4: x += velocity; //x - 1 (moving away)
It may be my imagination but let say that I put some sort of a pause-shining-effect at T3, isn’t there a risk that it might just be ignored since the time elapsed went straight from T2 to T4 due to the delta variable? … I don’t know, I just feel like I’m misunderstanding something about the delta variable here.
Edit : Since my english is bad, here’s a little picture of what I’m trying to say :
http://dl.dropbox.com/u/21670438/delta.jpg
Note that since it went straight for a position to another due to delta, I somewhat “missed” the time when i want to “pause” the game.