I likely didn't because you probably editted your post. Your first post was rather short telling how the time variable works.

With all the detail I have in my 2D game, I'm surprised I was passing 250 fps. Having fps_min at 65.4 is small compared to that. Time_smooth doesn't work though, whether I use 0.9 or 0.1. Then again, it could be that I don't have any calculations involving the time variable. Just like classics (like Sonic 2, Bubsy, Mario, or Ristar), all of which run at precisely 60 frames per second, of which my 2D game is intended to run at, just like the classics. Plus, without the use of the double (a 64-bit variable), movement is no where near precise enough. It's only the rate at which game frames are displayed on the screen, of which I want an exact constant 60 fps. The jerks are caused by the varying frame rate and the monitor refresh. If I ran at 66 fps, for example, after every tenth frame, there's a jerk where it seems like two frames are processed at once. If I ran at 54 fps, there's a jerk from 9 frames being processed with no change on the 10th. This is what the jerking is and it's caused by the fluctuating frame rate. Want a small, quick animated GIF to help explain what I'm talking about?

For my 2D game, I'm using the older 6.31.4 release. The size_x thing for panels would make my already long script another 1000 to 1500 lines longer. Plus, 6.4 doesn't break up large panels like the older 6.31 release can (unless there's a way to have multiple bmaps on one single panel).

As for v-sync, I haven't looked into that yet.

Edit: I searched the display thing in the control panel for v-sync, but don't seem to find it. I don't know if it helps, but I have Radeon 9600 XT as my video card and Windows XP Pro.

Last edited by ulillillia; 03/27/06 09:40.

"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials