Timeline for When should I use a fixed or variable time step?
Current License: CC BY-SA 3.0
27 events
| when toggle format | what | by | license | comment | |
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| Dec 3, 2020 at 20:26 | comment | added | user124631 | Another resource to learn about timming | |
| Jan 17, 2018 at 23:44 | history | edited | DMGregory♦ |
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| 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)
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| Feb 9, 2017 at 20:22 | review | Suggested edits | |||
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| 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.
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| 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 |
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| Jul 27, 2010 at 6:56 | answer | added | Kaj | timeline score: 12 | |
| Jul 27, 2010 at 6:22 | history | edited | ZorbaTHut |
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| Jul 26, 2010 at 22:25 | history | edited | Nick Sonneveld | CC BY-SA 2.5 |
added example code + description of two possible options
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| 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 |