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(1 edit)

If you have your timer like so

float time = 0;

ThisRunsEveryFrame() {

 time = time + tineSinceLastFrame;

}

Adapted for your language, then it would be accurate on all machines. I think this is especially important with highscores. To find the time since last frame, you might be able to record the system time in a variable, and then find the change. I'm not sure if this is possible using your engine and language, but it would be a great improvement. :)

I actually fixed this last night and updated the download.  It now drops frames when the GPU can't keep up.  So it gets choppier instead of slower when framerate goes down.  The physics, scores, etc all stay consistent.

Nice!