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Time based movement

To: RB Games <realbasic-games at lists dot realsoftware dot com>
Subject: Time based movement
From: Asher Dunn <asher at fireyesoftware dot com>
Date: Sat, 18 Dec 2004 16:14:46 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
In my game Eclise, the turning code looks like this:

if shouldTurnLeft then
        curTurn = curTurn + turnRate
elseif shouldTurnRight
        curTurn = curTurn - turnRate
else
curTurn = curTurn - (turnRate * sign(curTurn)) //move curTurn towards 0
end if

ship.turn(curTurn)

This makes the turning nice and smooth, because you don't move directly from stopped to full turn.
I want to make this time based, not frame based.

My question is, should it be:
curTurn = curTurn + turnRate * dt

or
ship.turn(curTurn *dt)

or does it not make a difference?

Asher Dunn
--------------------------------------------------------
President and Head Developer of Fireye Software <http://www.fireyesoftware.com/> Make PDFs from your RB app <http://www.fireyesoftware.com/code/pdfclasses/>
AIM and Yahoo: fireye7517
REALbasic 5.5.3 Mac OS X 10.3.5

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