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Basic principle of time-based animation?

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newPos += (velocity * deltaTime);

That''s what i do...
Everything are vectors. velocity is in points/s. deltaTime are seconds elapsed since the last frame.

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That is one way of doing it. You can also do the keyframing method, where you have a set start position and a set ending position, and the time you want to take between them. Then, each frame, you decide where the object should be depending on how much time has passed.

daveandrews.org, soon to be home to a GAPI Sprite Engine.

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