Hi,
I've noticed that using sf::Time::asMilliseconds is not reliable. When trying to move a sprite, it's speed is depended on the fps which should not be the case. How is this happening?
Changing all sf::Time::asMilliseconds to sf::Time::asSeconds makes all speeds consistent. I used
sf::Sprite::move(speed*sf::Time::asMilliseconds,0);
I've added the file I used for testing this. Use Num1 to swap between unlimited and 30fps (using sf::RenderWindow::setFramerateLimit) and Num2 to swap between the use of sf::Time::asSeconds and sf::Time::asMilliseconds. Note how the object slows down when switching from unlimited framerate and sf::Time::asSeconds to sf::Time::asMilliseconds.
Did I do something wrong or is it really SFML?