   Precision Timers For Movement
  I was wondering someone could point me into the direction of some code for a precision timer. Also, if someone could explain how to implement a timer such as this in a 3D environment, will I have to apply the timer to each movement within the code or is there some sort of way to simplify this? I ask that because I already have my engine done and I never added a timer and now I intend to add one.   
  Here are some articles available on GameDev:Frame Rate Independent MovementHigh Resolution Timing In GamesTiming Pitfalls and Solutions;  I've seen those before I think, I was wondering also if there is a way to do this without having to multiply the time each time or if im just going to have to go through the code and edit everything.   ;Quote:Original post by GDKnightI've seen those before I think, I was wondering also if there is a way to do this without having to multiply the time each time or if im just going to have to go through the code and edit everything.Fix Your Timestep!Of course it's not totally trivial to just plug this system in.  You have to separate your update code from your rendering code, so that the update code can be run at a fixed rate (and therefore without any multiplies by dT), while the rendering code is run as frequently as it can be.  If your code is already split into two stages like this, then it shouldn't be too difficult, if not, then it's going to be a pain whichever way you choose.John B   