Deltatimed Framebased Bullets


FSM based using method pointers
Linked/Hashed arrays used for manager

Combines delta-timing with frame-based movement
by "decoupling" program logic and rendering.

Updates are done every 1/60th of a second but rendering is done evefry frame.

    
ie: Run the logic at a fixed timestep (1/60th of a second in this case)
    while redering is done every frame.
    
This is a good technique when you want to port old code and if
you just hate to do physics in delta time.

    Pros:  
        Easy SpeedUp
  	Easy SlowDown
        Easy Pausing
        Faster than standard delta timing (only needs delta timing in main loop)
        Easier to manange physics
        Porting code from 1 platform(like the DS) to another(PC) is easier 
    Cons:
    	There's no way to do delta-time interpolation
        Can't think of anything more


Relminator 2012
Richard Eric M. Lope BSN RN


Instructions:
Press 1, 2, 3, 4 to change screenmodes
Press SPACE to do a "slowdown"
Press TAB to do a "speedup"
Press ENTER to do a "pause"

Source is free to use as long as it it is not used for anyone's harm.
Source is compiled using Codelite(codelite.org) + MingW

