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1 answer
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When should I call the physics simulation within the game loop?

I am thinking about where to call the physics simulation. The current situation is that I first update the entities and then the physics immediately before rendering. As you can see in the following ...
Andy's user avatar
  • 13
0 votes
0 answers
223 views

Explaination of Extrapolation from Game Programming Patterns

I'm looking for help because there is one thing from the game loop which I don't clearly understand. I'm in some way of doing implementation of my own 2D game engine based on book „Build Your Own 2D ...
Jakub Kowalski's user avatar
0 votes
1 answer
847 views

Why process physics before the variable framerate update in a game loop?

As far as I know, most game loops are executed in the following order: Process user input Update (once per frame) Physics (also known as fixedUpdate, 0 to N times ...
BlackGlory's user avatar
0 votes
0 answers
309 views

Are you supposed to be looping through all PhysicsObjects at every step in a physics engine?

I am currently making a small 2D game and I am trying to implement some basic 2D physics. I currently have a list of around 100 PhysicsObjects which I loop through every frame in order to update and ...
James L's user avatar
18 votes
3 answers
8k views

Fixed timestep game loop, why interpolation

This is a very standard way of doing a fixed timestep game loop, where you just accumulate time from the previous frame and consume it in discrete steps with the physics engine: ...
Gavriil's user avatar
  • 193
1 vote
0 answers
126 views

Game loop stutters

I have the following game loop: ...
Gavriil's user avatar
  • 193
2 votes
2 answers
2k views

How to handle player input with fixed rate variable fps time step?

I've made a system which uses the ideas from "Fix your Time Step" in order update physics. I'm having trouble finding standard methods for dealing with this when user input affects player movement ...
Krupip's user avatar
  • 1,801
3 votes
2 answers
2k views

How can I fix my velocity damping to work with any delta/frame time?

I am decreasing my velocity by 50% every second using a guide I found online. I am using the code here and it gives the right result but only for very small values for dt: ...
user avatar
1 vote
1 answer
218 views

Game object appears to accelerate too slowly

thank you for checking out my issue! I am trying to develop a game in java, but I have run into a problem. I would like to keep the physics as realistic as possible, so I am using a fixed time-step ...
Fruot's user avatar
  • 11
1 vote
1 answer
668 views

Box2D simulation running slower on lower FPS(even when the desired FPS is lower than the actual) [closed]

I´m playing around and trying to make myself an easy platformer using the Box2D physics, before that I was not using it and was using my own physics implementation(just simple movements with timestep)....
Pins's user avatar
  • 589
0 votes
1 answer
54 views

Moving object with preset timelapse

I am a newbie game developer. I have one problem. Consider the following case. I have a simple game with only one object - a ball. A ball can move only up and down from one side to another. A User ...
solderingiron's user avatar
0 votes
1 answer
163 views

Screen size independent movements

I am developing a simple game for Android. It is a really simple game, with only one object - a ball. I am using the game loop based on delta time. However I have noticed that my game runs not in ...
solderingiron's user avatar
3 votes
1 answer
834 views

Best practice for organizing the physics of objects?

Apologies because this is a long post and I am inexperienced. I would really appreciate the input from some experienced developers. These are my two goals for this project: To learn the best method ...
Klik's user avatar
  • 133
10 votes
4 answers
5k views

Is a separate thread for game loop compulsory for simple games?

I am new to game development. In order to learn I am recreating this game on android platform. You can observe the game-play video at the above link. It is a simple game. I have read a lot of ...
jin's user avatar
  • 101
2 votes
2 answers
2k views

Physics engine deltaTime and force acceleration

I am working on a physics engine that uses basic Euler integration to compute forces. So, here is the thing: ...
nialna2's user avatar
  • 930

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