Return the ratio between the last UPDATE duration and a 60 FPS reference frame time.
This value keeps movements and animations running at a consistent speed, no matter the frame rate.
The delta is 1.0 at 60 FPS and 2.0 at 30 FPS. Multiplying a value by this delta keeps its per‑second progression stable over time.
Source create sprite 8 as "benchmark" add "benchmark" frame do ' simulated lag ?angle + 1 ?lag = 0.1 * (sin ?angle) ?lag = (abs ?lag) wait ?lag turn "benchmark" by 3 * (delta) clear screen trace text "lag= ?lag" center 0, 90 trace text "delta= " + (delta) center 0, 80 trace text "fps= " + (fps) center 0, 70 update loop
