TMC Delta T Engine

The Mojo Collective

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This Project is a Startup for Delta Time programming so your game run as efficiently as possible with little to no lag.

GMS:2 Compatible


  1. Scripts to mirror GM:Studio motion and speed system
  2. Sample Objects that move at speed, with friction, with gravity or both
  3. Sample space ship and bullets that use Delta_t motion
  4. Frame Skipper/Drawing management to bypass GM Studio's room_speed system

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.

More info

End User Licence Agreement (EULA).

Age Rating: 4+


GMS1 - Version 1.5.1. Published February 14, 2017

GMS:2 compatibility

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