Frustratingly, I still cannot get a timer independant update to work at all. I have tried to implement Alimonster's method here, but to no effect... I don't know if I`m doing this correctly.
I place my DXSpriteEngine1.Move() into the app.onidle event and call MyGameTimer.Update in the DXTimer1Timer... nothing happens, and I have to admit, I don't really see why.

I don't know the whole picture - should I be doing renders in the timer or the "update" or what? I`ve tried all kinds of combinations, but no luck.. :cry: