I am developing an application using Processing.js.
At each step in the drawing loop I increment the number of frames by one frame++
.
I want to know how much time has passed. Currently to get the time passed (knowing that my application is set to run on 60FPS) I do like so: time=frame/60
. But this only works if the application always run at exactly FPS and we all know that's not the case cause it depends on the users hardware.
I want the timer to be pretty accurate (having only like 0.0001s error).
Suggesting some javascript algorithm for calculating the difference between now() and start_time() is also welcome.