So i ran my game in unlimited fps mode and it went to around 2000fps and my custom movements and fx were all over the place.
I've started coverting things over to timedelta and switching between vsynced and unlimited to test things. For the most part things now work the same at 60fps as they do at 2000fps except some small inaccuracies which is apprently to be expected.
My main problem is with opacity.
I'd like my object to fade on when it's created, so i do
for each object
set objects opacity to objects opacity + 800 * timedelta
At unlimited around 2000fps the fade on is at a nice looking speed before its opaque, but vsynced to around 60 fps and it happens so fast the object instantly appears opaque with no gradual fade visable, i guess it happens too fast.
I can't seem to find a balance, shouldnt it appear the same regardless, or have i got the code wrong?