Hey, guys.
Had a question on timing of events in game.
I'm doing variable timers so far and they seem to work great, even for syncing animation frames to sound. I tested on my mobile android phone and saw no difference vs. pc.
Doing another global variable "clock" to control timing of events/transition effects.
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However, in debug view, under "system", I also noticed "wall clock", "time (system time)", and "time scale". If you let these run for a while (don't think it would be a major issue in what I'm doing, but still...), there are vast differences between all 4, including my variable clock.
I also noticed some people add dt to their timer variables. I've used dt before to account for differences in system "times" before for many things, but here?
I did some Goggling on "scirra wall clock", but I'm still unclear on the differences and the pros and cons of each approach and pitfalls if any.
Would making a global variable clock say adding 0.01 every 0.01 seconds (system-> every 0.01 seconds, add 0.01 to global variable) pretty much make it full proof vs. any system?