[quote="KrushBrother":1z3nnrj7]It was my understanding that using "Every x milliseconds" will result in the same speed whatever computer it's run on, and whatever frame-rate it ran at, because it's already factoring in the time delta and will run based on actual time passed.
In which case, your first post should run fine.
It's when you use "Every x ticks" that the speed is affected by frame-rate and computer speed.
Correct me if I'm wrong, because all of my game is based on "Every x milliseconds".
For simulation events (eg: movement, motion, physical behaviors) you should be using TimeDelta.
For things that simply must fire at steady intervals (health regeneration, maybe), you should be good.
Try to think of these as multiple parts of a single system; don't just use one or the other. Different tools for different jobs. I can't see basing motion on "every x ms." That would drive me nuts. But tossing in a timeDelta in your equations is easy
Likewise if I just want to check for something every second or so, give or take, it's a pain to make a variable and increment it by timeDelta every step... thus the convenience of "every x ms."
Hope this helps. And not to plug gaffer, but everyone should read his article on time stepping. It's essentially the best things written on the topic.http://gafferongames.com/game-physics/f ... -timestep/