The key to this method is determining the time elapsed since the last frame was displayed. You then use this value in all of your game calculations, effectively giving weight according to the frame rate attained. Also, you'll have to describe your game's "speed" values in units per second (ie. pixels per second) rather than units per frame. If you would like a step by step guide on how to do this visit our Time Based Modiling in VB6 Tutorial.
Download the Visual Basic 6 sample source code
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