This short demo of a smoothly moving green dot was made to learn how timestep/deltatime works (apparently it wasn't as straight forward as I liked to think to myself). The green dot is supposed to move trough the generated path with the same speed no matter the refreshrate/FPS. In a perfect scenario the average deltatime between the lap times should be extremely close to zero after numerous runs. The average might be a bit higher with lower framerates.
The refreshrate in the demo is randomized for each run. The value is clamped between 5 and 400
This demo also contains some ground work for reading pixel colors from bmp files to generate levels easily. This could be used to quickly make new levels for 2D-platformer games for example. The path in the demo is also sorted with distance calculations. The algorithm (if you can even call it that) could probably be a bit more optimized, but oh well...
This demo was written for Birb2D 0.1.1. Compatibility with newer versions is not quaranteed. I might keep this up-to-date with later "pre-releases", but this is not quaranteed