The duration of the last frame cycle in ticks, i.e. sixteenths of a second. A speed multiplied by time_step gives the distance to be covered per frame. On a frame rate of 16 fps both variables have a value of 1. time_step is limited by fps_min, 'smoothed out' by time_smooth and 'stretched' by time_factor. time_frame is not post-processed and always gives the precise time of the last frame cycle.


0.1 .. 10 (time_step)
0..unlimited (time_frame)


var, read-only


time_step is to be used for movement and frame rate compensation, rather than time_frame. 'Jerks' in the game play can happen when time_step suddenly changes between two frames - or in other words, when one frame lasts remarkably longer than the next or previous one. This can be caused by background tasks or hard disk operations. If time_step changes suddenly, speeds become inaccurate during the next frame, adding to the noticeable jerk. This can be prevented by the time_smooth variable.


while(1) {
   c_move(me,vector(5 * time_step,0,0),nullvector,USE_AABB);
   my.skin += time_step / 16; // change one skin per second
   my.skin %= 10; // 10 Skins

See also:

time_smooth, time_factor, fps_max, fps_min, fps_lock, total_ticks, total_frames, wait
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