I apologise, I didn't even see the timer based movement example a few posts back. I swear you edited that in after I looked at what was originally there and I went on to look at
Stab in the Dark software's post. xD
Anyway:
It's also not timer based movement I have a problem with, that's now like the hundredth example I've seen, and it's cool, don't worry.
But the issue is that when using screen fps() for a start, it only records it every second or so, so for some frames (where it can be a lower framerate) it can be lower and can still lag, and will then catch itself back up but might have changed again.
As well as this, have you ever tried implementing an input command into the main game loop with timer based movement? - Well we have, back in 2008 and it wasn't pretty.
You're probably aware all Soharix applications use the console key and various commands to do things. - This functionality isn't taken out in our released applications (like Soup).
Now, if you use an input command and timer based movement, for 99% of a second after you press enter on that input command, your game engine thinks the framerate is 0, so it starts making huge compromises for movement speed due to the previous lag issues with screen fps(). This results in you being able to move at ridiculous speeds straight after pressing the console key and enter (it allowed you to walk through walls back in Vision I seem to remember).
The problem with this is that in a released application people will exploit it and use it to break the game or spoil gameplay in multiplayer games like WOR.
For this reason I made a ban back then on any Soharix applications using timer based movement and we've stuck to it ever since and just gone by the phrase that: "If the end user's computer can't run it at 66FPS or higher, it either shouldn't be trying, or the game is too processor hungry" and we look for a solution.
Now in WOR's case, it was designed to be fairly high end with lots of polygons and effects and such. - We are working to reduce this for v0.18 by remodelling all the cars and making LOD versions for multiplayer but at the end of the day if someone's computer simply can't handle our games at their intended framerate, there is nothing I can do. - And to do so would spoil the gameplay for those who
can run it at the intended framerate.
I hope this clears up any future issues with TBM and Soharix applications as well.