You can define movement speed per second. That way every computer moves X pixels/sec ( and faster computers still get the benefit of more FPS )
Ie: velocity = 10 pixels/sec , or rotation = 90degrees/sec Then calculate how much to move based on the users FPS: # fps.py class FPS(): def __init__(self): # FPS() calc's delta ( AKA: fps_elapsed ) self.ticks_cur = pygame.time.get_ticks() self.ticks_last = pygame.time.get_ticks() def tick(self): """call once each game-loop to calculate .delta""" # calculate delta self.ticks_cur = pygame.time.get_ticks() self.delta = ( self.ticks_cur - self.ticks_last ) / 1000.0 self.ticks_last = self.ticks_cur # unit.py class Unit(): def update(self): """update physics / etc. for all units.""" # delta is what you multiple your speed per second by delta = self.fps.delta # in my example: .vel, .accel are euclid.Vector2() self.vel += self.accel * delta new_loc = self.loc + self.vel * delta -- Jake