Originally Posted By: Uhrwerk
I don't know why you're so keen on using floats. This does not make any sense from my point of view. You don't gain any more precision as you have to cast to the fixed types anyways.
Im not fixated on floats, its just thats what was already in the example.


Code:
void rotateperhour(ENTITY* ent)
{
   var ticks;
   while(1)
   {
      ticks = (ticks+time_step) % 57600;
      ent.pan = ticks / 16 / 60 / 60;
      wait(1);
   }
}


I prefer this one (of yours) because it allows for time_factor manipulation.
That will probably be necessary in Carlos's project...


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