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? > > -- > You received this message because you are subscribed to the Google Groups > "Elm Discuss" group. > To unsubscribe from this group and stop receiving emails from it, send an > email to [email protected]. > For more options, visit https://groups.google.com/d/optout. > -- There is NO FATE, we are the creators. blog: http://damoc.ro/ -- You received this message because you are subscribed to the Google Groups "Elm Discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. For more options, visit https://groups.google.com/d/optout.
