   [MDX] Changed to OnPaint -- Timers don't work
  So, basicly after I read about how bad it is to use this kind of Gameloop (code below), I tried to upgrade my Gameloop to OnPaint()-method. Well, after I had got it all together everything ran like before, BUT all the timers stopped working. :/I'm using Windows forms timers, since they did the job good enoght before but is the problem with the type of my timers or what? I believe this "Application.DoEvent()" has something to do with this problem, since this is missing from the OnPaint()-method and I understood that's exactly the thing what is wrong with my old Gameloop...If this is because of the timers, could someone give me a link to tutorial or something like that to make better timers?Public Sub Gameloop()Do While Me.CreatedIf Not Me.Focused ThenApplication.DoEvents()ElseRender()Application.DoEvents()End IfLoopEnding()End Sub
  Use the directx DXUtil "DXUtil.cs" From the Microsoft DirectX SDK. It's C# but maybe there is one for VB.DXUtil.Timer(DirectXTimer.Start);elapsedTime = DXUtil.Timer(DirectXTimer.GetElapsedTime);