Override Timedelta?

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Post » Fri Mar 11, 2011 11:27 am

I'm working on a new game with a very small resolution and a custom platform movement. I honestly don't think it's going to work out with timedelta; I need consistency and pixel-perfection aka INTEGERS. According to the wiki, "Override Timedelta" is what I'm looking for.

That said, what's the difference between Override Timedelta and simply not using time delta at all? Does Override Timedelta provide frame rate independence at the expense of "reducing the quality of your game"?

I'd appreciate if someone could shed some light on this for me. Thanks!
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Post » Fri Mar 11, 2011 11:48 am

I think the only difference is that the timedelta is still affected by the timescale, so you can pause/slo-mo your game still.
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Post » Fri Mar 11, 2011 12:25 pm

So everything is still framerate dependent then. Hmm. Ehh how do I put this.. I need the effects of time delta, but without the random variation and floating point values. Is there any way to do this?

Using timescale breaks my platform engine, makes movements & scrolling 'jaggy' because of the floating point values (round() helps, but then the movements become very inconsistent) and causes objects to not move to the precise location I want them to (random variation causes them to be a few pixels out of place.) That's just to name a few..
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Post » Fri Mar 11, 2011 1:28 pm

You could instead use a variable to store an average timedelta over a certain time frame, say 1 second.
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