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Limiting the framerate

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in your game loop you should keep track of how long each frame takes. Get a value in milliseconds, you can use QueryPerformanceCounter for that. Once you figured out how long your frame took to render, use the sleep function to wait the appropriate amount of time before rending the next frame.

80 fps = 1000/80 milliseconds per frame...

say your frame took t milliseconds to render, use:

Sleep(1000.0f/80.0f-t);

You''ll wanna do a check that value is not negative before you do that tho... i''m not quite sure what would happen if you passed a negative value to the sleep command.

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