From what I've gathered in my brief look into it, you'll want a variable to store the difference between frames (delta time seems to be an increasing total - this is fairly new to me as well outside of the concept itself), and you'll scale your speed based on that space. ![]() You can look it up in GM's help file to figure out exactly what you're doing, but the variable in question is delta_time. I decided to look into it, because I found it hard to imagine such a thing would still be absent with all the mobile implementations, and it was added in last year. The good news is, Studio totally has delta time. Delta time is independent of frame rate, and used to calculate a lot of motion in modern games precisely due to slow down if you experience frame skipping, delta time is probably involved. ![]() GM traditionally lacked this, resulting in having to poll the system clock constantly to various degrees of effectiveness. A typical function other languages have is delta time.
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