Your welcome.
But my game is not a good example about how to use
QPC, because it is used to build custom mechanism which work similar to
FPNanoSleep but, instead of wait, it consumes all available CPU power. On
Windows there is no solution to freeze the program for microseconds or nanoseconds — system
Sleep function does not allow for this.
For clarity, the piece of code given in my previous post comes from the
Platformer.Time.pp unit, and the sources of the entire project are available
in this post. If you want, download it and see what the whole timer code looks like.