For those of you who managed to follow my OpenGL Skeleton tutorial (or at least managed to compile the source), I would like now to continue in the GameCoding theme of discussion, in particular the Timer. This is probably THE most important element to get right, so let's get it right the first time. We want to write our code such that "stuff" moves according to change in Time, so that the "stuff" will move at the same rate, no matter what hard rubbish it is running on. This is important in so many ways, so I've given you a sourcecode to a modified (by me) version of Scronty's Timer (based on MSDN source), which will use the HighPerformance Timer if available. All the Timer functions are accessible via a single point of entry, and always leave a result on the FPU. Because of this, it's important to pop the fpu after calling any Timer function. The sourcecode provided in this example will provide a foundation for our upcoming Camera demo, where we will be implementing "quaternion camera" (ooh nice).