[quote="PrinterHead":273bmxc6]pixel perfect gameplay with no random variations[/quote:273bmxc6]
If you want this, you have to make your game framerate dependent. That means it either tears (reducing display quality) or runs at different speeds on different computers. So if you really want that, get rid of all your TimeDelta or enable TimeDelta override. But I have to ask, why is it important for your game to play out the same way every time pixel perfect?
Private variables with different types to determine if we went to have this private var to be counting(subtracting/adding per cycle), or timer type(same thing but per second no matter the FPS).[/quote:273bmxc6]
I don't understand. You can either add 'X' to a timer every tick, which makes it framerate dependent, or add 'X * TimeDelta' every tick, which makes it framerate independent. That's already the system you described.
[quote:273bmxc6]have a player ship fire out shots 15 times a second no matter what FPS you have.[/quote:273bmxc6]
Now I'm confused. If you want your game to play out pixel perfect every time, it's not possible to do that. Different computers will have different framerates, fullstop. If you sacrifice pixel perfect accuracy for framerate independency, you can have your game accurate in time like that.
Which do you want? Accurate timing or accurate gameplay? You can't have both.