Original Post
Ok, I think I understand the separation of game code and draw code, but my game still runs funny... Basically, what I want to do is stall the processor until a certain amount of time has passed, then run the whole game cycle, stall, run cycle, stall, ect. I figure, if the processor is only doing one short thing, it will run really fast, at about 500+ internal FPS, then it will be very accurate as a timer, so when I run the code, it will run at a steady rate, both internal and external. Any suggestion on how to do this? I am making a real time combat oriented RPG (Please don't flame me, I know how to do it). I have almost everything done, but it runs really fast on my comp, and really slow on my school comp...