That would not work
You’ve gotta realize that anything you put after Tick is running every frame. So you have a delay of 1 second running every frame. It makes no sense…
Delta seconds is the difference between frames.
That would not work
You’ve gotta realize that anything you put after Tick is running every frame. So you have a delay of 1 second running every frame. It makes no sense…
Delta seconds is the difference between frames.
Why is 1/Delta seconds = FPS ? Delta is the time between the last frame right?
Would this work as well? :
I see… The ideia was to increase frame count, and then after one second, reset it and start again, but i guess calling the one second delay each frame doesn’t make sense.
So if delta seconds is the difference between frames, why 1/delta is equal to FPS? Or it isn’t? I have seen some people saying it is. If no, how do I get the FPS?
Now I see, I was just thinking of delta has the time between frames, seeing it has the amount of time it took to render one frame made a lot easier for me to understand everything, thanks a lot mate!!
1/delta is FPS.
The delta isn’t there to tell you the FPS though. I’d say two main uses ( amount many others ) would be:
Input to finterp ( vinterp / rinterp etc ) for animating objects / components
If you have done (1), you can use delta to make the animation rate the same on any hardware, regardless of their FPS.