Hey,
Did you enjoy the pics and gifs so far? I appreciate any kind of comment and try to use them to improve the game, so feel free to do so

For today's update :
Worked on game elapsed time. Previously, i was working with int or floats and doing this to any kind of state change or time to relead a weapon :
int/float time;
time++ or time--
if (time++ > X) or if (time-- < Y)
do the state change or reload weapon
This caused a huge problem. I am developing the game and testing in debug mode with vsync off and the fixstep off aswell. This two things, particulary the vsync, stops the framerate to go above the monitor refresh time.
When turned off, the fps can go above. This was the problem.
Imagine that i have settled the reload time to 10s. It could be 10s if the fps was 60 but it could take 20s if the fps was 30....
By setting the variable to a simple float/int, it would grow/decrease depending on the fps, wich is bad.
So, theres a nifty thing called gametime.ElapsedTime that gives you in seconds/minutes/etc the that different in time to set the fps to match the monitor refresh time.
Switching all the variables to work with elapsedTime, now i can set an X time and it won't change depending of the fps.
I had this implemented on my animation system and other stuff, but i was too lazy earlier in the dev of this project to do the same thing to the entire project. (i regret it now).
Anyway, to sum up :
- Implemented elapsedTime to everything that required X time to change status.
ps: correct me if i said something wrong
