0.1.0 ===== // Update the world state and all objects in the world // Do that with a constante time-delta so that the game will run // determistic and not different on different machines if(!game_pause && !Menu::current()) { frame_ratio *= game_speed; frame_ratio += overlap; while (frame_ratio > 0) { // Update the world check_end_conditions(); if (end_sequence == ENDSEQUENCE_RUNNING) action(.5f); else if(end_sequence == NO_ENDSEQUENCE) action(1.0f); frame_ratio -= 1.0f; } overlap = frame_ratio; } CVS === if(!game_pause && !Menu::current()) { // Update the world check_end_conditions(); if (end_sequence == ENDSEQUENCE_RUNNING) action(frame_ratio/2); else if(end_sequence == NO_ENDSEQUENCE) action(frame_ratio); } else { ++pause_menu_frame; SDL_Delay(50); }