va!n wrote:why are you using delay() in a loop? i think its the badest think a coder can do, isnt it? if you set delay(2) for example the game may run smooth on your machine but on a slower machine this may happen that your game may run slower...
And i dont like to limit the fps of a game! As i said before... on slower machines the game may run slower due fact of setting the fps the game should run! I even dislike this way, because when i buy a very expensive and powerfull gfxcard, i want fell the power of this and getting a nice fps instead just only 25 or 50 or 60 fps for example!
Well, i suppose you are talking about adding a static value for Delay() after Flipbuffers(), then yes, you are right in what you say.
But the myFlipBuffers routine just delays a dynamic value which, for each frame, will depend on the surplus rendering time, so it shouldn't to slow down a slower machine.
Pantcho!! wrote:my recommand: do a user lib that dedects cpu speed+ graphics card and put on a appropiate delay.
Yes, that is a not bad idea. To use a static parameter for a Delay() function after FlipBuffers() which depends on machine speed
