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Fixed timestep without cloning game state

I'm doing a JS game with hundreds of moving physical particles. I've read the famous "fix your timestep" article. So far I've implemented basic prototype with janky game loop tied to FPS and ...
Fen1kz's user avatar
  • 195
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
0 votes
1 answer
724 views

How often should I check for collisions in a Minecraft-like game?

I'm trying to build a game from scratch in Dart, similar to Minecraft. As far as I understood, there are two main functions in a general game loop: tick: a function that gets executed a fixed amount ...
Fabrizio's user avatar
  • 125
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
4 votes
1 answer
835 views

Fixed Timestep with Interpolation | Blurry & Choppy

I've been implementing a game loop with a fixed timestep which uses interpolation as described in the (legendary as I have come to find out as it is referenced in almost every post I have read trying ...
whitwhoa's user avatar
  • 201
0 votes
0 answers
194 views

How Best to Implement Fixed Time Step for Gsync/Freesync Monitors?

I currently implement my game loop using a variable fixed timestep, i.e. dt = 1 / monitor_refresh_rate with vsync (or pseudo vysnc with delays where vsync is ...
Edward Chamberlain's user avatar
5 votes
1 answer
1k views

Render Stutter - OpenGL or loop timing?

For some time now i have no been able to pinpoint the nature of the rendering stutter shown above(by not clearing the screen, not using SwapBuffers and drawing only to the front buffer). See the big ...
user avatar
1 vote
1 answer
593 views

Timestep with multithreading

There are several questions and articles which deal with timestep - for example: Should game logic update per second or per frame? https://gafferongames.com/post/fix_your_timestep/ Accounting for ...
davidkomer's user avatar
2 votes
1 answer
422 views

How much do inconsistencies in update timing matter?

Yesterday I wrote my first game loop with fixed timesteps. It is supposed to run every 50 ms, however it runs at 50-53 ms. Does it matter? I'm guessing no, but I figured I would ask anyway. ...
MrMeatballGuy's user avatar
3 votes
2 answers
4k views

Can I always assume that fixed time step in Unity is reliable?

I was thinking about games on low end machines or phones where the CPU would be limited. If I were to move all of my game logic into FixedUpdate() can I assume that ...
user3797758's user avatar
  • 3,651
87 votes
5 answers
24k views

What is the point of update independent rendering in a game loop?

There are dozens of articles, books and discussions out there on game loops. However, I pretty often come across something like this: ...
Sam's user avatar
  • 843
3 votes
2 answers
2k views

Implementing "Fix Your Time Step"

So far I have this implementation of "FYTS". However I am facing several problems. ...
Thomas Hartmann's user avatar
5 votes
2 answers
2k views

Fixed timestep with interpolation & rounding draw positions: jerky animation when the character is not moving

I've implemented a deterministic, fixed timestep system from here: http://gafferongames.com/game-physics/fix-your-timestep/ Everything works fine, output is the same with each step but there's one ...
Jacob's user avatar
  • 2,552
1 vote
2 answers
395 views

Game loop with fixed timestep gives strange result

So I've read the famous article at http://www.koonsolo.com/news/dewitters-gameloop/comment-page-2/#comments which describes different methods of implementing a game loop. I've tried to implement the ...
TheMAAAN's user avatar
  • 111

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