Oh well, you can always use an accumulator like `timeSinceLastFrame` and
check it against some timePerFrame that you want.
If the time is greater than timePerFrame, reset to
(timeSinceLastFrame-timePerFrame) and update the module state. If not, just
add the delta to timeSinceLastFrame.

You won't get the precision of a specific FPS but you should get a
consistent behavior.




On Tue, May 17, 2016 at 3:37 PM, Wil C <[email protected]> wrote:

> Good questions. Maybe I should state the problem first.
>
> I'm writing a simple game, which makes me think that using
> AnimationFrame.diff is the right way to go, since it lines up with the
> browser's rendering. I want to spend less time rendering, and use that time
> for other things, like calculating next enemy movements. Since I think my
> game would still be fun at 30fps, I'd want to run it at half speed.
>
> Wil
>
>
> On Monday, May 16, 2016 at 11:01:46 PM UTC-7, Max Goldstein wrote:
>>
>> You can use Time.every to get deltas if you store the old one in the
>> model. The best use, other than the actual time, is things you want to
>> happen periodically but the exact millisecond doesn't matter. If you're
>> doing animation, I'll echo Peter: what's wrong with animating on the
>> browser's exact frames?
>
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