Original Post
I have a basic framework for a 3d world I am creating. I just have some rotating objects and player input (to move around the world) so I have just implemented standard timer code for my game loop. However, as the game starts, everything that is run in the loop begin to speed up. For instance, my rotating objects increase and increase in rotational speed. I also have keyboard to camera input running here as well and the keypresses also are effected (as camera movement is effected by timeDelta). So as the game runs the movement becomes more sensitive. Here is my code with only the necessary bits intact..
function gameLoop()
{
static float lastTime = (float)timeGetTime();
while(!mDone)
{
float currTime = (float)timeGetTime();
float timeDelta = (currTime - lastTime)*0.001f;
// do stuff (timeDelta)
lastTime = currTime;
}
}