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when toggle format what by license comment
Dec 3, 2020 at 20:26 comment added user124631 Another resource to learn about timming
Jan 17, 2018 at 23:44 history edited DMGregory
edited tags
Oct 17, 2017 at 10:33 answer added Ian Young timeline score: 0
May 15, 2017 at 18:30 comment added Engineer Perhaps you could accept an answer for this question - it has now been open for nearly 7 years. You will also get some rep from accepting.
May 11, 2017 at 1:58 history edited Gnemlock
removed engine tag (blacklisted)
Feb 9, 2017 at 20:22 review Suggested edits
Feb 9, 2017 at 21:28
Aug 15, 2015 at 15:32 comment added Buddy You can check these visuall from this tool: s3.amazonaws.com/picobots/assets/unity/jerky-motion/… although it doesn't give you an idea about how would they look when frame rate is varying
Mar 21, 2015 at 19:30 history edited Anko CC BY-SA 3.0
Cleanup pass: Clearer title. Used actual headings for headings, instead of bold text. Cleaned up pros/cons lists. Linked to the discussed games or engines.
Dec 13, 2014 at 0:43 history tweeted twitter.com/#!/StackGameDev/status/543566747652354049
Dec 3, 2014 at 15:45 answer added Birkensox timeline score: 0
Jun 18, 2013 at 9:15 answer added user32039 timeline score: 0
Sep 28, 2012 at 10:44 comment added Shivan Dragon @pek I agree with you. Variable time step has a simpler coded game loop but you have more to code in your entities that deal with that variability in order to "pace it". Fixed time step has a more complicated to code game loop (because you have to accuratelly compensate for time approximation variances, and recalculate what extra delay to add or how many updates to skip to keep it fixed) but has simpler coding for the entities that will always have to deal with the same time interval. On the whole none of the approaces is clearly simpler than the other.
Sep 26, 2011 at 4:22 comment added Nick Sonneveld True, I think I was referring to how you wouldn't need to interpolate variable time steps.
Sep 26, 2011 at 3:05 comment added pek I wouldn't say that variable time step is easier to code exactly because with fixed time step you "don't have to confuse all calculations with timeElapsed variable everywhere". Not that it's that hard, but I wouldn't add "easier to code" as a pro.
May 8, 2011 at 21:22 answer added sehugg timeline score: 6
May 6, 2011 at 5:11 comment added Daniel Little Use variable timesteps for your game and fixed steps for physics
May 4, 2011 at 23:37 answer added Nick Bedford timeline score: 5
Aug 17, 2010 at 8:29 answer added Overkill timeline score: 8
Aug 13, 2010 at 22:24 history edited Tetrad
edited tags
Jul 27, 2010 at 6:56 answer added Kaj timeline score: 12
Jul 27, 2010 at 6:22 history edited ZorbaTHut
edited tags
Jul 26, 2010 at 22:25 history edited Nick Sonneveld CC BY-SA 2.5
added example code + description of two possible options
Jul 26, 2010 at 20:22 answer added Iain timeline score: 63
Jul 26, 2010 at 17:44 answer added deft_code timeline score: 143
Jul 26, 2010 at 14:25 answer added Joel Martinez timeline score: 25
Jul 26, 2010 at 13:40 answer added identitycrisisuk timeline score: 3
Jul 26, 2010 at 11:36 history asked Nick Sonneveld CC BY-SA 2.5