Original Post
I'm currently taking a look at my Process system. And I was thinking, some processes will need to be run every thread (Render, Audio, Input, etc...), but what about all the others that won't (Networking, Physics, AI)? Should they be based on frame time or actual time? What's your experience on this? Here's my thoughts on it: Pro's for per-frame: If framerate is critical, it would allow the renderer to have priority until a good framerate is re-established. Would be more based on my game, would require less mathematical computation. (Not that it matters too much.) By being relative to my game, it could allow me to keep the game more realistic because I could choose how often something needed to be done in proportion to the frame rate. Con's for per-frame: I would have less control over time critical game components. Some things might need to be done at a certain time. Pro's for per-time: Easier time based movement. (Don't know about this one.) Con's for per-time: All the Pro's for per-frame... Right now in my head, per-frame is winning except for the fact some things might be time critical. Any experience you guys have had or wisdom on this would be apprieciated. I'm asking to know and make sure I don't mess things up too fast.