All Questions
24 questions
1
vote
1
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200
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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 ...
0
votes
0
answers
223
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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 ...
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 ...
0
votes
0
answers
309
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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 ...
18
votes
3
answers
8k
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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:
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1
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0
answers
126
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Game loop stutters
I have the following game loop:
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2
votes
2
answers
2k
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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 ...
3
votes
2
answers
2k
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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:
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1
vote
1
answer
218
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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 ...
1
vote
1
answer
668
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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)....
0
votes
1
answer
54
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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 ...
0
votes
1
answer
163
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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 ...
3
votes
1
answer
834
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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 ...
10
votes
4
answers
5k
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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 ...
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:
...