I'm trying to create a timing mechanism so that a console application that I'm working on runs at roughly 10 frames a second. When I run this code, rather than being a smooth 20 frames a second it is stuttery and freezes often. I'm having trouble debugging this due to the fact that it relies on the DateTime.Now.Millisecond
function, so whenever I insert a break into the code it messes up the timings of the application.
do
{
frameTimer = DateTime.Now.Millisecond;
if (firstLoop == true)
{
timeTillNextFrame = frameTimer + 100;
firstLoop = false;
}
if (timeTillNextFrame < DateTime.Now.Millisecond && DateTime.Now.Millisecond < 901)
{
Console.Clear();
grid.removeFromGrid(ball.xPos, ball.yPos);
ball.newPos(gridSizeX, gridSizeY, grid.gridArray);
grid.addToGrid(ball.xPos, ball.yPos, ball.symbol);
grid.gridDraw(gridSizeX, gridSizeY);
timeTillNextFrame = DateTime.Now.Millisecond + 50;
if (timeTillNextFrame >= 1000)
{
timeTillNextFrame -= 1000;
}
}