STARGÅTE wrote: ↑Tue Oct 19, 2021 11:25 am
What is the actual frame rate of your scene? If you have a lot of sprite or calculations this frame rate can drop rapidly.
My frame rate must be the default because I'm not using SetFrameRate. I am using FlipBuffers, which I believe makes the framerate 60 fps (or whatever the default of the monitor is). I'm almost willing to just accept it cause it only happens with rapid movement of the mouse.
Either way, my game's sprite movement is VERY fluid though. It can't be below 30, cause I would notice. They don't glitch around like the mouse.
I suspect it's simply that the game can't update the sprite position fast enough. Maybe there's a way I can more loosely tie the mouse to those variables - ie not directly assigning them, but doing some type of processing.
#NULL wrote: ↑Tue Oct 19, 2021 12:29 pm
IIRC, you can get mouse problems (on linux i think) if your main loop is too fast, i.e. not enough load.
Anyway, if you are using a windowed screen, proper event processing is also required.
Try to reproduce it in a small code. You can simulate your game cpu load with Delay().
I'm on Windows 7 and using the default DirectX 9 sub-system. Have event processing with Event = WindowEvent()
I loaded a small example I found elsewhere and it had the same problem. It only happens if you move the mouse quickly.