delta timing and rotation

BlitzMax Forums/BlitzMax Beginners Area/delta timing and rotation

Hi !
When you use delta timing. should you also apply the computed delta value with rotations ? For example if you rotate an static sprite ?

(in this case, thanks to you to post a tiny example to show what you multiply by delta , consider 'Delta' as the delta time computed value)

Thanks !

When you're using delta timing, all movement, rotation, scaling etc needs to be multiplied by delta. I don't see how I can post a sample as it should be clear enough?

yes, it's true, very clear and logic. i must be tired this evening ! Time to me to go to bed Thanks gfk.

say you have two variables: CurrentAngle: Float and RotationSpeed: Float. You do this:

CurrentAngle:+RotationSpeed*Delta

OK?