Time Based Sprite Animation
Hi, I am drawing 2D sprites using the D3DXSprite class and my FPS is around 210, I was wondering how to do animations that will be fluid at all frame rates. Right now my 16 frame animation goes way too quickly, I am doin it this way so far everyframe:
Surface.CurrentFrame++;
Draw(Surface)
As you can see it will go through the frames as fast as the frame rate is. How can I do it so that it is fluid in all frame rates?
Thanks, for any help in advance.
It would be a good idea to implement a timer so that you can have framerate independant animation.
Regards,
Sharky
Regards,
Sharky
I have a 2D animation tutorial at my site with framerate independant movement.
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