# Custom animation class question

**URL:** <https://forum.kirupa.com/t/custom-animation-class-question/304108>\
**Category:** Uncategorized\
**Created:** [February 1, 2010, 11:23pm UTC](https://forum.kirupa.com/t/custom-animation-class-question/304108 "2010-02-01T23:23:42Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![AlexWD](https://avatars.discourse-cdn.com/v4/letter/a/838e76/32.png) [@AlexWD](https://forum.kirupa.com/u/AlexWD)\
**Post date:** [February 1, 2010, 11:23pm UTC](https://forum.kirupa.com/t/custom-animation-class-question/304108/1 "2010-02-01T23:23:42Z")

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I’m creating a basic animation class so I can create animations on-the-fly from the frames on a sprite sheet. That’s all easy, my only question is to what would be more efficient. Creating a timer to fire really often (depending on how many FPS I want the animation to be) or setting a function to run every frame and checking if the animation frame should progress?
