@Rei
changed seconds%=3600 to what you suggested but rotations are still way faster than 1rph. I timed it and it seems it is around 1 rotaton every 225 seconds (or 3.75 mins).

@Uhrwerk
your method looks awesome and the rotation does seem to be 1rph at a first glance (though i'm not going to time it for 1 hour right now).
The only problem will be when saving/loading my game. Your method will complicate things alot when I want to load a game at the same rotation it was saved. Since it starts counting at engine startup I would need an extra var to store the currrent ticks when the game is loaded, and subtract that from the formula. I will also need another var to store start rotation and add that to the pan somwhere in the formula. Thus complicating the calculations needed to be done each frame for all of my planets.



I would like to get Rei's version working properly. Also because it seems easier to understand at a first glance , but mainly because saving/loading seems much easier with that system. Each time a game is loaded all I would have to is reset seconds at the first frame after a load and then add the loaded pan.

I am still considering what complications each aproach could potencially have (Uhrwerk's system seems to require less calculations for calculating relative positions of orbiting moons for example).

All in all I would like to get both systems working to be able to decide which I will implement, but at the moment Rei's version does not seem to work as intended


"The more you know, the more you realize how little you know..."

I <3 HORUS
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=401929&page=1