I have looked up ways to calculate DeltaTime in the past, but the 'solutions' seem to have my program be slightly jittery or not move things correctly. As far as I know, you would calculate it by finding the difference in time between the current and previous frame (Is this correct?). I have seen solutions find out DeltaTime with a fixed frame rate, but that is not what I am looking for.
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lang-c
SDL_GetTicksorSDL_GetPerformanceCounter&SDL_GetPerformanceFrequency, both mentioned at How to measure time interval (different languages). The latter can be more precise, and more precise can mean less stable frame steps. So, by "fixed frame rate", do you mean the approach from the infamous Fix Your Timestep! or are you doing something else? And by jitter do you mean some frame the game advances more, or something else? \$\endgroup\$