> Your timer callback should update the position of your sprites.  This 
> should not be done in the drawing code.  This allows screen 
> redraws to 
> be combined when the processor gets busy, making for smoother 
> and faster 
> sprite movement which is independent of how long the drawing 
> code takes. 

Oh yes - that's a very good point. 

It generally makes good sense to compute the changes in the scene at a
fixed rate, independent of the rendering.

Having a fixed, constant, rate makes a lot of the scene physics simpler
to calculate and also means the code can run "the same" on a variety of
different machines with no dependency on how fast each machine's
graphics subsystem is.

Then, the rendering code just takes a snapshot of the current scene and
draws it whenever it runs, but does not need to do any of the
recalculation at that point.

I guess that becomes so natural after a while that we forget to mention
it...!



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