Here's what I always do: dt = clock.tick() * 0.001 x += vx * dt y += vy * dt
And all the sprites have a think(dt) method that updates them as if dt seconds have passed. What else do you need? -Christopher On Fri, Aug 27, 2010 at 11:19 AM, James Paige <b...@hamsterrepublic.com>wrote: > On Fri, Aug 27, 2010 at 10:59:09AM -0400, Kris Schnee wrote: > > On 2010.8.27 10:36 AM, B W wrote: > >> Howdy, > >> > >> Reviving this old thread. The comments by Patrick and Brian really > >> intrigued me, so I pursued the topic. Found a few interesting articles > >> and one great article. My study has resulted in a recipe for those of us > >> continually nagged by the question, "how can I get constant game speed > >> independent of frame rate?". The demo requires Pygame, but the clock > >> module only requires Python. > > > > Isn't it simply a matter of creating a Pygame Clock object and calling > > clock.tick() to delay until the appropriate time to maintain some max > > framerate? > > That only caps a max framerate. What Gumm is talking about is when your > framerate and your game simulation rate can be adjusted independantly > > --- > James Paige >