Well Im not sure if im saying this correctly but tweening is a way of rendering the "inbeTWEEN" frames while still keeping game logic on time. For instance, if I have a cube i want to move from 0,0,0 to 10,10,10 and I want it to take 10 seconds, if for whatever reason the rendering starts bogging down the cpu cycles they can get off time. Meaning if I have a super fast machine with nice graphics card and you do not, my cube may get there in 7 seconds, while yours may take 15. Tweening allows the game logic to always complete at a normal rate regardless of screen drawing. Often involving delta timing and the likes, and im sure smarter people will fill in the blanks on that stuff.
Frame Limiting is simple. If you have a game running at 500 frames per second, naturally it will be going god awfully fast. Limiting the frames per second to say 100 allows a nice smooth draw time without all that crazy flashing/flying around of the game running wayyy to quickly. You can see a good example of this by running something simple and turning wait for vsync off. (flip false command) You will see right away how letting the fps get out of control can hender gameplay.
Hope I helped.
|