All Questions
Tagged with game-loop fixed-timestep
27 questions
1
vote
1
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259
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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 ...
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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0
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1
answer
724
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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 ...
1
vote
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 ...
4
votes
1
answer
835
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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 ...
0
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0
answers
194
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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 ...
5
votes
1
answer
1k
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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 ...
1
vote
1
answer
593
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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 ...
2
votes
1
answer
422
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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.
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3
votes
2
answers
4k
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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 ...
87
votes
5
answers
24k
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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:
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3
votes
2
answers
2k
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Implementing "Fix Your Time Step"
So far I have this implementation of "FYTS".
However I am facing several problems.
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5
votes
2
answers
2k
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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 ...
1
vote
2
answers
395
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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 ...