[Flashcoders] Time adjusted / Framerate independent animation…

2012-10-26 Thread Karim Beyrouti
Hello Flash coders, 

It's been a little quite here of late… So, hope it's good with with you all. … 
I have been trying to figure this out for a day or so, and wondering if you can 
help. I am trying to time correct my animation to be independent of framerate, 
which is a little easier when dealing with physics (scaling velocity / 
position) than non physics animation… In my app physics is time corrected, 
however I have some code that is not physics based an am trying to have that 
running independently of framerate (and not really succeding).

In the following demo: 
http://kurst.co.uk/transfer/timecorrection/TimeCorrection.swf

I have two rects ( green and red ). The green one is being time corrected, and 
I would expect it to follow the red one ( as there is no lag in framerate )… 
however as you can see - it's not 
really working. 

Using the following formula to correct it:

var spcTargetPosition : Point = new Point()
spcTargetPosition.x = ( spc.x + ( spc.x + 10 ) ) * speed * spcDir;
spcTargetPosition.y = spc.y;

dt  = 0.001 * (getTimer() - t0);
time+= dt;
t0  = getTimer();

spc.x = spc.x + ( dt * spcTargetPosition.x ); 


Here is the full code: 
http://kurst.co.uk/transfer/timecorrection/TimeCorrection.as
I would love it if you can point out where I am going wrong...


Best regards


Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND


Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND

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Re: [Flashcoders] Time adjusted / Framerate independent animation…

2012-10-26 Thread Hans Wichman

Hi,

are you trying to do frame rate independent animation based on a fixed 
frame rate (eg you switch from 30 to 60 and everything should move at 
the same pace but more fluid), or trying to make up a variable framerate 
due to running code?


Anyway since you are keeping y constant I compressed the code a bit, is 
this what you are looking for?


private function enterFrame( event : Event ) : void {
sp.x += speed * spDir;
if ( 0  sp.x|| ( sp.x + sp.width )  stage.stageWidth ) 
spDir = -spDir;


var lSpeedPerSecond:Number = 300;
var lSpeedPerFrameConstant:Number = lSpeedPerSecond / 
stage.frameRate;
var lSpeedPerFrameVariable:Number = lSpeedPerSecond * 
(getTimer()-t0)/1000;


spc.x += lSpeedPerFrameConstant* spcDir;
//spc.x += lSpeedPerFrameVariable * spcDir;

if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) 
spcDir = -spcDir;


t0 = getTimer();
}

hth
jc


On 26-10-2012 15:29, Karim Beyrouti wrote:

Hello Flash coders,

It's been a little quite here of late… So, hope it's good with with you all. … 
I have been trying to figure this out for a day or so, and wondering if you can 
help. I am trying to time correct my animation to be independent of framerate, 
which is a little easier when dealing with physics (scaling velocity / 
position) than non physics animation… In my app physics is time corrected, 
however I have some code that is not physics based an am trying to have that 
running independently of framerate (and not really succeding).

In the following demo: 
http://kurst.co.uk/transfer/timecorrection/TimeCorrection.swf

I have two rects ( green and red ). The green one is being time corrected, and 
I would expect it to follow the red one ( as there is no lag in framerate )… 
however as you can see - it's not
really working.

Using the following formula to correct it:

var spcTargetPosition : Point = new Point()
spcTargetPosition.x = ( spc.x + ( spc.x + 10 ) ) * speed * spcDir;
spcTargetPosition.y = spc.y;

dt  = 0.001 * (getTimer() - t0);
time+= dt;
t0  = getTimer();

spc.x = spc.x + ( dt * spcTargetPosition.x );


Here is the full code: 
http://kurst.co.uk/transfer/timecorrection/TimeCorrection.as
I would love it if you can point out where I am going wrong...


Best regards


Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND


Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND

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Re: [Flashcoders] Time adjusted / Framerate independent animation…

2012-10-26 Thread Karim Beyrouti
 are you trying to do frame rate independent animation based on a fixed frame 
 rate (eg you switch from 30 to 60 and everything should move at the same pace 
 but more fluid
Yep - that is the one… all my game physics is independent of framerate (time 
based)… however, I am trying to get other non-physics based animated 
objects/code 
to work the same way (i.e. the camera), and I am finding it a little difficult. 

Will try your solution - although it looks like it's for the other option 
(variable framerate)….

Thank you for helping….



Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND

On 26 Oct 2012, at 15:21, Hans Wichman wrote:

 Hi,
 
 are you trying to do frame rate independent animation based on a fixed frame 
 rate (eg you switch from 30 to 60 and everything should move at the same pace 
 but more fluid), or trying to make up a variable framerate due to running 
 code?
 
 Anyway since you are keeping y constant I compressed the code a bit, is this 
 what you are looking for?
 
private function enterFrame( event : Event ) : void {
sp.x += speed * spDir;
if ( 0  sp.x|| ( sp.x + sp.width )  stage.stageWidth ) spDir = 
 -spDir;
 
var lSpeedPerSecond:Number = 300;
var lSpeedPerFrameConstant:Number = lSpeedPerSecond / 
 stage.frameRate;
var lSpeedPerFrameVariable:Number = lSpeedPerSecond * 
 (getTimer()-t0)/1000;
 
spc.x += lSpeedPerFrameConstant* spcDir;
//spc.x += lSpeedPerFrameVariable * spcDir;
 
if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) spcDir 
 = -spcDir;
 
t0 = getTimer();
}
 
 hth
 jc
 
 
 On 26-10-2012 15:29, Karim Beyrouti wrote:
 Hello Flash coders,
 
 It's been a little quite here of late… So, hope it's good with with you all. 
 … I have been trying to figure this out for a day or so, and wondering if 
 you can help. I am trying to time correct my animation to be independent of 
 framerate, which is a little easier when dealing with physics (scaling 
 velocity / position) than non physics animation… In my app physics is time 
 corrected, however I have some code that is not physics based an am trying 
 to have that running independently of framerate (and not really succeding).
 
 In the following demo: 
 http://kurst.co.uk/transfer/timecorrection/TimeCorrection.swf
 
 I have two rects ( green and red ). The green one is being time corrected, 
 and I would expect it to follow the red one ( as there is no lag in 
 framerate )… however as you can see - it's not
 really working.
 
 Using the following formula to correct it:
 
 var spcTargetPosition : Point = new Point()
 spcTargetPosition.x = ( spc.x + ( spc.x + 10 ) ) * speed * spcDir;
 spcTargetPosition.y = spc.y;
 
 dt   = 0.001 * (getTimer() - t0);
 time += dt;
 t0   = getTimer();
 
 spc.x = spc.x + ( dt * spcTargetPosition.x );
 
 
 Here is the full code: 
 http://kurst.co.uk/transfer/timecorrection/TimeCorrection.as
 I would love it if you can point out where I am going wrong...
 
 
 Best regards
 
 
 Karim Beyrouti
 
 t: +44 (0) 7977 997 629
 e: ka...@kurst.co.uk
 w: http://kurst.co.uk
 skype: karimbeyrouti
 
 109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND
 
 
 Karim Beyrouti
 
 t: +44 (0) 7977 997 629
 e: ka...@kurst.co.uk
 w: http://kurst.co.uk
 skype: karimbeyrouti
 
 109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND
 
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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Re: [Flashcoders] Time adjusted / Framerate independent animation…

2012-10-26 Thread Hans Wichman

Hi Karim,

i put them both in there, the one you are referring to is simpler:
ofcourse this value can be kept out of the enterframe loop, i have a 
utility class for it (although it is a bit overkill;))


  private function enterFrame( event : Event ) : void {
   sp.x += speed * spDir;
   if ( 0  sp.x|| ( sp.x + sp.width )  stage.stageWidth ) spDir = 
-spDir;

   var lSpeedPerSecond:Number = 300;
   var lSpeedPerFrameConstant:Number = lSpeedPerSecond / 
stage.frameRate;

   spc.x += lSpeedPerFrameConstant* spcDir;

   if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) spcDir = 
-spcDir;

   t0 = getTimer();
   }

Anyway, basically frameindependent value is simply 
SPEED_PER_SECOND/FRAMES_PER_SECOND.


regards
Hans


On 26-10-2012 16:58, Karim Beyrouti wrote:

are you trying to do frame rate independent animation based on a fixed frame 
rate (eg you switch from 30 to 60 and everything should move at the same pace 
but more fluid

Yep - that is the one… all my game physics is independent of framerate (time 
based)… however, I am trying to get other non-physics based animated 
objects/code
to work the same way (i.e. the camera), and I am finding it a little difficult.

Will try your solution - although it looks like it's for the other option 
(variable framerate)….

Thank you for helping….



Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND

On 26 Oct 2012, at 15:21, Hans Wichman wrote:


Hi,

are you trying to do frame rate independent animation based on a fixed frame 
rate (eg you switch from 30 to 60 and everything should move at the same pace 
but more fluid), or trying to make up a variable framerate due to running code?

Anyway since you are keeping y constant I compressed the code a bit, is this 
what you are looking for?

private function enterFrame( event : Event ) : void {
sp.x += speed * spDir;
if ( 0  sp.x|| ( sp.x + sp.width )  stage.stageWidth ) spDir = 
-spDir;

var lSpeedPerSecond:Number = 300;
var lSpeedPerFrameConstant:Number = lSpeedPerSecond / 
stage.frameRate;
var lSpeedPerFrameVariable:Number = lSpeedPerSecond * 
(getTimer()-t0)/1000;

spc.x += lSpeedPerFrameConstant* spcDir;
//spc.x += lSpeedPerFrameVariable * spcDir;

if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) spcDir 
= -spcDir;

t0 = getTimer();
}

hth
jc


On 26-10-2012 15:29, Karim Beyrouti wrote:

Hello Flash coders,

It's been a little quite here of late… So, hope it's good with with you all. … 
I have been trying to figure this out for a day or so, and wondering if you can 
help. I am trying to time correct my animation to be independent of framerate, 
which is a little easier when dealing with physics (scaling velocity / 
position) than non physics animation… In my app physics is time corrected, 
however I have some code that is not physics based an am trying to have that 
running independently of framerate (and not really succeding).

In the following demo: 
http://kurst.co.uk/transfer/timecorrection/TimeCorrection.swf

I have two rects ( green and red ). The green one is being time corrected, and 
I would expect it to follow the red one ( as there is no lag in framerate )… 
however as you can see - it's not
really working.

Using the following formula to correct it:

var spcTargetPosition : Point = new Point()
spcTargetPosition.x = ( spc.x + ( spc.x + 10 ) ) * speed * spcDir;
spcTargetPosition.y = spc.y;

dt  = 0.001 * (getTimer() - t0);
time+= dt;
t0  = getTimer();

spc.x = spc.x + ( dt * spcTargetPosition.x );


Here is the full code: 
http://kurst.co.uk/transfer/timecorrection/TimeCorrection.as
I would love it if you can point out where I am going wrong...


Best regards


Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND


Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND

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http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

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Flashcoders@chattyfig.figleaf.com
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Re: [Flashcoders] Time adjusted / Framerate independent animation…

2012-10-26 Thread Karim Beyrouti
Thank you! 

That make sense. Will integrate this into my code ( now looking at my camera 
class ) …  
This is quite important, as if there is any frame lag, physics and other 
objects go out of sync. 

Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND

On 26 Oct 2012, at 17:07, Hans Wichman wrote:

 Hi Karim,
 
 i put them both in there, the one you are referring to is simpler:
 ofcourse this value can be kept out of the enterframe loop, i have a utility 
 class for it (although it is a bit overkill;))
 
  private function enterFrame( event : Event ) : void {
   sp.x += speed * spDir;
   if ( 0  sp.x|| ( sp.x + sp.width )  stage.stageWidth ) spDir = 
 -spDir;
 
   var lSpeedPerSecond:Number = 300;
   var lSpeedPerFrameConstant:Number = lSpeedPerSecond / 
 stage.frameRate;
 
   spc.x += lSpeedPerFrameConstant* spcDir;
 
   if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) spcDir 
 = -spcDir;
 
   t0 = getTimer();
   }
 
 Anyway, basically frameindependent value is simply 
 SPEED_PER_SECOND/FRAMES_PER_SECOND.
 
 regards
 Hans
 
 
 On 26-10-2012 16:58, Karim Beyrouti wrote:
 are you trying to do frame rate independent animation based on a fixed 
 frame rate (eg you switch from 30 to 60 and everything should move at the 
 same pace but more fluid
 Yep - that is the one… all my game physics is independent of framerate (time 
 based)… however, I am trying to get other non-physics based animated 
 objects/code
 to work the same way (i.e. the camera), and I am finding it a little 
 difficult.
 
 Will try your solution - although it looks like it's for the other option 
 (variable framerate)….
 
 Thank you for helping….
 
 
 
 Karim Beyrouti
 
 t: +44 (0) 7977 997 629
 e: ka...@kurst.co.uk
 w: http://kurst.co.uk
 skype: karimbeyrouti
 
 109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND
 
 On 26 Oct 2012, at 15:21, Hans Wichman wrote:
 
 Hi,
 
 are you trying to do frame rate independent animation based on a fixed 
 frame rate (eg you switch from 30 to 60 and everything should move at the 
 same pace but more fluid), or trying to make up a variable framerate due to 
 running code?
 
 Anyway since you are keeping y constant I compressed the code a bit, is 
 this what you are looking for?
 
private function enterFrame( event : Event ) : void {
sp.x += speed * spDir;
if ( 0  sp.x|| ( sp.x + sp.width )  stage.stageWidth ) spDir = 
 -spDir;
 
var lSpeedPerSecond:Number = 300;
var lSpeedPerFrameConstant:Number = lSpeedPerSecond / 
 stage.frameRate;
var lSpeedPerFrameVariable:Number = lSpeedPerSecond * 
 (getTimer()-t0)/1000;
 
spc.x += lSpeedPerFrameConstant* spcDir;
//spc.x += lSpeedPerFrameVariable * spcDir;
 
if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) 
 spcDir = -spcDir;
 
t0 = getTimer();
}
 
 hth
 jc
 
 
 On 26-10-2012 15:29, Karim Beyrouti wrote:
 Hello Flash coders,
 
 It's been a little quite here of late… So, hope it's good with with you 
 all. … I have been trying to figure this out for a day or so, and 
 wondering if you can help. I am trying to time correct my animation to be 
 independent of framerate, which is a little easier when dealing with 
 physics (scaling velocity / position) than non physics animation… In my 
 app physics is time corrected, however I have some code that is not 
 physics based an am trying to have that running independently of framerate 
 (and not really succeding).
 
 In the following demo: 
 http://kurst.co.uk/transfer/timecorrection/TimeCorrection.swf
 
 I have two rects ( green and red ). The green one is being time corrected, 
 and I would expect it to follow the red one ( as there is no lag in 
 framerate )… however as you can see - it's not
 really working.
 
 Using the following formula to correct it:
 
 var spcTargetPosition : Point = new Point()
 spcTargetPosition.x = ( spc.x + ( spc.x + 10 ) ) * speed * spcDir;
 spcTargetPosition.y = spc.y;
 
 dt = 0.001 * (getTimer() - t0);
 time   += dt;
 t0 = getTimer();
 
 spc.x = spc.x + ( dt * spcTargetPosition.x );
 
 
 Here is the full code: 
 http://kurst.co.uk/transfer/timecorrection/TimeCorrection.as
 I would love it if you can point out where I am going wrong...
 
 
 Best regards
 
 
 Karim Beyrouti
 
 t: +44 (0) 7977 997 629
 e: ka...@kurst.co.uk
 w: http://kurst.co.uk
 skype: karimbeyrouti
 
 109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND
 
 
 Karim Beyrouti
 
 t: +44 (0) 7977 997 629
 e: ka...@kurst.co.uk
 w: http://kurst.co.uk
 skype: karimbeyrouti
 
 109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND
 
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 

Re: [Flashcoders] Time adjusted / Framerate independent animation…

2012-10-26 Thread Karim Beyrouti
Ok - i needed variable speed per frame (so animation keeps in time with 
possible frame lag) . 
I guess where I get confused is: 

how would i structure this if I wanted the follower to for example follow the 
mouse (with an eased delay)?…

Here is the code for now ( which is currently not really adjusting for frame 
delay / variable speed )

private function enterFrame( event : Event ) : void {

// Update Time
dt  = 0.001 * (getTimer() - t0);
time+= dt;


//
// TIME CORRECTED   

var lSpeedPerSecond : Number = 30;
var lSpeedPerFrameVariable  : Number = lSpeedPerSecond * dt;
var targetX : Number = ( ( spc.x - 
stage.mouseX ) / lSpeedPerSecond );
spc.x -= targetX;

if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) spcDir = 
-spcDir;

t0 = getTimer();
}


Karim Beyrouti

t: +44 (0) 7977 997 629
e: ka...@kurst.co.uk
w: http://kurst.co.uk
skype: karimbeyrouti

109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND

On 26 Oct 2012, at 17:07, Hans Wichman wrote:

 Hi Karim,
 
 i put them both in there, the one you are referring to is simpler:
 ofcourse this value can be kept out of the enterframe loop, i have a utility 
 class for it (although it is a bit overkill;))
 
  private function enterFrame( event : Event ) : void {
   sp.x += speed * spDir;
   if ( 0  sp.x|| ( sp.x + sp.width )  stage.stageWidth ) spDir = 
 -spDir;
 
   var lSpeedPerSecond:Number = 300;
   var lSpeedPerFrameConstant:Number = lSpeedPerSecond / 
 stage.frameRate;
 
   spc.x += lSpeedPerFrameConstant* spcDir;
 
   if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) spcDir 
 = -spcDir;
 
   t0 = getTimer();
   }
 
 Anyway, basically frameindependent value is simply 
 SPEED_PER_SECOND/FRAMES_PER_SECOND.
 
 regards
 Hans
 
 
 On 26-10-2012 16:58, Karim Beyrouti wrote:
 are you trying to do frame rate independent animation based on a fixed 
 frame rate (eg you switch from 30 to 60 and everything should move at the 
 same pace but more fluid
 Yep - that is the one… all my game physics is independent of framerate (time 
 based)… however, I am trying to get other non-physics based animated 
 objects/code
 to work the same way (i.e. the camera), and I am finding it a little 
 difficult.
 
 Will try your solution - although it looks like it's for the other option 
 (variable framerate)….
 
 Thank you for helping….
 
 
 
 Karim Beyrouti
 
 t: +44 (0) 7977 997 629
 e: ka...@kurst.co.uk
 w: http://kurst.co.uk
 skype: karimbeyrouti
 
 109 Timber Yard, Drysdale Street, Hoxton, London, N1 6ND
 
 On 26 Oct 2012, at 15:21, Hans Wichman wrote:
 
 Hi,
 
 are you trying to do frame rate independent animation based on a fixed 
 frame rate (eg you switch from 30 to 60 and everything should move at the 
 same pace but more fluid), or trying to make up a variable framerate due to 
 running code?
 
 Anyway since you are keeping y constant I compressed the code a bit, is 
 this what you are looking for?
 
private function enterFrame( event : Event ) : void {
sp.x += speed * spDir;
if ( 0  sp.x|| ( sp.x + sp.width )  stage.stageWidth ) spDir = 
 -spDir;
 
var lSpeedPerSecond:Number = 300;
var lSpeedPerFrameConstant:Number = lSpeedPerSecond / 
 stage.frameRate;
var lSpeedPerFrameVariable:Number = lSpeedPerSecond * 
 (getTimer()-t0)/1000;
 
spc.x += lSpeedPerFrameConstant* spcDir;
//spc.x += lSpeedPerFrameVariable * spcDir;
 
if ( 0  spc.x|| ( spc.x + spc.width )  stage.stageWidth ) 
 spcDir = -spcDir;
 
t0 = getTimer();
}
 
 hth
 jc
 
 
 On 26-10-2012 15:29, Karim Beyrouti wrote:
 Hello Flash coders,
 
 It's been a little quite here of late… So, hope it's good with with you 
 all. … I have been trying to figure this out for a day or so, and 
 wondering if you can help. I am trying to time correct my animation to be 
 independent of framerate, which is a little easier when dealing with 
 physics (scaling velocity / position) than non physics animation… In my 
 app physics is time corrected, however I have some code that is not 
 physics based an am trying to have that running independently of framerate 
 (and not really succeding).
 
 In the following demo: 
 http://kurst.co.uk/transfer/timecorrection/TimeCorrection.swf
 
 I have two rects ( green and red ). The green one is being time corrected, 
 and I would expect it to follow the red one ( as there is no lag in 
 framerate )… however as you can see - it's not
 really working.
 
 Using the following formula to correct it:
 
 var spcTargetPosition : Point = new Point()
 spcTargetPosition.x = ( spc.x + ( spc.x + 10 ) ) * speed * spcDir;
 spcTargetPosition.y = spc.y;
 
 dt = 0.001