I started developing games recently, teaching myself using a german book about C++ and Direct3D 9.
The author states, player movement should be implemented using a time delta, like this
player.position.x += time.delta * movementFactor
as opposed to an implementation without incorporating the time passed since last frame; i.e like this
player.position.x += movementFactor
Latter solution would cause other players to move faster, since the expression above would be executed more often on faster CPUs. (More explanation on Tayacan's answer below)
Is there any other solution to this problem?
Old, poorly phrased question I wrote when I was young:
I'm reading on a Book that's about Gamedevelopment with C++ and DirectX 9.
There is something that interrests me: It says that playermovements are increasing with the power of the CPU. Becouse a faster CPU will move the player with every frame ( better CPU = better FPS ) To bypass it, it says you have just to multiplicate time*movementfactor .
I'd like to know is there an another way to bypass it ?