Yeah one of the more important parts of making a game is the timing of your 'frames'. I'm not talking graphical frames per-say, but your game's running frames. Each update of your game objects and environment. This is key to a nice running game.
That is certainly the case and I should have planned for it. There should always be a "dt". But the other way to do it, which was how I did it, is to lock the frame rate and work from that. Sadly I didn't notice that I got less than the planned fps. It wasn't exactly hard to see, 11 fps instead of 50, but you quickly get used to 11 fps.
But I will fix that now.
Phew, now it looks better, running at a steady 50 fps with decent response which should be fps independent. Now I can focus on improvements, tuning how much the AIs should cheat etc.
Unfortunatelly I don't have a MAC to run your game, can you post a screenshot of the latest version??
Last edited by Jimmy Valavanis; 30-03-2012 at 04:01 PM.
I just uploaded the (first) final submission version of 2-bit Racer.
Now, there is one thing I wonder: What would you consider the fastest way to build a Windows version? I am not up to date on Windows or Linux tools. Under Windows, I used to compile FPC programs by drag-and-drop, worked pretty well. But in this case, I must also link with OpenGL and OpenAL.
After submitting, I have worked on a music score, and I also thought I would make another track or two... but that will have to wait, I guess. And with a music score, it will be less portable since I am using QuickTime for playback. But what I really wanted to do was to make a Windows or Linux port, but my Linux installation is broken and I find it hard to work under Windows (not least since that damn PC has such a noisy fan, you can imagine how fun that is when you are used to near silent computers).
But I must help the kinds going to bed, so... I hope my upload is complete and well, nobody seems to have tried it yet.
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