SpiderPig Posted April 28, 2019 Share Posted April 28, 2019 Time::Update(const int framePerSecond=60) Just curious on what happens if you change the argument from 60 to something else? Or if Sync is off and I'm getting 100 FPS and it is left at the default of 60? Quote Link to comment Share on other sites More sharing options...
reepblue Posted April 28, 2019 Share Posted April 28, 2019 If you want to cap the framerate, you would use the framerate argument with context->Sync(); virtual void Sync(const bool sync=true, const float framerate=0.0f)=0;//lua This is nice to have if you have issues using VSync on your machine like I did with my 750ti. What I'd do is something like this: local vsync = System:GetProperty("sync","1") local framecap = System:GetProperty("framecap","0") if framecap ~= "0" then vsync = false context:sync(vsync,framecap) 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
gamecreator Posted April 28, 2019 Share Posted April 28, 2019 If it's important to you that your characters jump and move the same on all computers, see my thread here: https://www.leadwerks.com/community/topic/17239-getspeed-help/ (You need to use a fixed timestep.) 1 Quote Link to comment Share on other sites More sharing options...
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