This Project is a Startup for Delta Time programming so your game run as efficiently as possible with little to no lag.
40000+ instances under Windows YYC, no lag. 13000+ instance under Normal Windows Output. 25-30 fps
I have chosen to record the non YYC output in order to demonstrate the delta_t system which is a motion based on elapsed time since the last frame.
The system takes over the room_speed and disables the drawing up to until the point where a frame needs rendering.
You will note the room_speed is set to 9999 so pay attention to the fps real and the number of instances.
The system can maintain a high frame rate and a very high step rate which is essentially now disassociated from the draw cycle which means that under normal circumstances your instances are moving by very small distance but at a very high step rate situation. Up to the point where the draw rate starts to lag at which point the delta_t motion system starts to shine through.
You can have a smooth running game down to about 30 fps though the video here I brought the system down to 20 fps which was impossible to do under YYC.
End User Licence Agreement (EULA).