Linked Questions
50 questions linked to/from When should I use a fixed or variable time step?
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How to adjust my games speed to fps [duplicate]
Hi so i am making a small sort of physics engine, but if your fps is really slow the physics will update slower and objects will move slower. How do i make the speed of objects greater if the fps is ...
2
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1
answer
790
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What is the difference between framerate independent vs framerate dependent? [duplicate]
What is the difference between framerate independent vs framerate dependent?
Can you please give an example.
3
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1
answer
482
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What are the advantages of having a real time based physics? [duplicate]
Possible Duplicate:
Fixed time step vs Variable time step
Now just let me clarify what I mean by "real time based physics", which I will call RTBP from now on. Well, basically, it implies taking, ...
0
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2
answers
165
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java capping fps [duplicate]
hello again I have a basic platformer game and I want to make an fps counter and cap the fps to 30 but I don't know how. I want this because when I start up the game sometimes the character moves ...
0
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1
answer
181
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Fps independent rotation [duplicate]
I'm trying in my game to have camera rotation speed idependent of fps. For keyboard it works without problems but not for mouse movoment. At 60 fps it works good but at 200 for example rotation is to ...
19
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2
answers
6k
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RTS Game Protocol
I've been thinking about a multi player RTS game. The part that I can't seem to get around is keeping unit movement synced. If I move unit A to spot XY, I have to communicate that back to server that ...
17
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1
answer
70k
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How to get and use delta time
I have mice looking and walking in my game, but they are very slow and hard to use. I think it's because I'm using fixed speed. I heard that in big projects developers use delta time. How do I ...
12
votes
3
answers
17k
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Frame Independent Movement
I've read two other threads here on movement:
Time based movement Vs Frame rate based movement?, and
When should I use a fixed or variable time step?
but I think I'm lacking a basic understanding of ...
7
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5
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5k
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How to save and restore Bullet Physics state?
I'm looking for information on how to save the runtime state of rigid bodies with Bullet Physics. Most of my world consists of static objects, but I have a few dynamic and kinematic objects as well. I ...
15
votes
2
answers
12k
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Semi-fixed or Fully-fixed timestep?
I am making an iphone shmup and am trying to decide what type of game loop to use. I want to use either semi-fixed timestep or fully-fixed timestep.
With semi-fixed timestep I will make zero or more ...
8
votes
1
answer
17k
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Time based movement Vs Frame rate based movement?
I'm new to Game programmming and SDL, and I have been following Lazyfoo's SDL tutorials. My question is related to time based motion and frame rate based motion, basically which is better or ...
4
votes
5
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12k
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Game Timer In C++
I need to be able to find out how many milliseconds since that last update. Is there any way I can find it out with time rather then a thread that counts like I did below?
...
7
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1
answer
29k
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How do I make a game tick method?
I've seen in some other simple 2D games that a "tick" method is used to sync game logic and graphics rendering. My main reason for using this is due to my collision detection malfunctioning, since ...
9
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4
answers
11k
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How to implement accurate frame-rate-independent physics?
So, I have been working on a project for a while now and recently stumbled across a problem:
The common approach to frame-rate independent physics is to either use a fixed update interval (ie. Unity) ...
5
votes
2
answers
2k
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Is it safe to set FPS rate to a constant?
I learned from game class that in update function, every movements must be time dependent for the sake of linearity in movement.
We made a simple game. Every move like going left, right or jump is ...
2
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3
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9k
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How to Handle frame rates and synchronizing screen repaints
I would first off say sorry if the title is worded incorrectly.
Okay now let me give the scenario
I'm creating a 2 player fighting game, An average battle will include a Map (moving/still) and 2 ...
5
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4
answers
3k
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Still confused about timesteps in XNA
I have been reading many different posts and articles about timesteps and while I now understand that fixed timesteps are generally considered superior, I'm having a bit of difficulty implementing one ...
6
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2
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20k
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How to work with delta time?
I've just started using MonoGame (which pretty much seems to be an open implementation of XNA) and I'm trying to figure out on how to work with framerate independant calculations. Usually what I found ...
12
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3
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Web workers for HTML5 game physics simulation?
A bit related to this question.
The idea is to guarantee the same physics behavior as much as possible. Would it be possible to run fixed time step physics on a web worker? The UI would update ...
4
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2
answers
3k
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Framerate independence
I'm building a physics engine in OpenGL, and I'm a little bit confused on how framerate independence is achieved.
At the moment I'm using glutTimerFunc to cap the framerate at 30 FPS. Is there a ...
5
votes
4
answers
2k
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How to eliminate screen jitter in Flash game?
We made a flash game with a big screen size(1000x600), and the terrain graphic will jitter while the screen scrolling(that's, camera moving with player) continuously.
What's the root cause? Or if you ...
3
votes
3
answers
5k
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Delta times and frame lag in the game loop
Let's say we have a standard gameloop like this, in pseudocode:
while (true) {
dt = GetDeltaTime();
Update(dt);
Render();
}
Here ...
5
votes
2
answers
612
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What is the point in using real time?
I understand that using real time frame elapses (which should vary between 16-17ms on average) are provided by a lot of frameworks. GetTimeElapsedSinceLastFrame, ...
5
votes
2
answers
3k
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Accuracy and frame-rate in a rhythm game
My question is related with Fixed time step vs Variable time step. But where a fixed frame-rate improve the consistency of a physics based game, is it the case for a rythm game, or wouldn't it be ...
0
votes
2
answers
5k
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Incrase framerate in XNA [duplicate]
I'm trying to increase the frame rate of my game from 60FPS to 100 FPS because of reasons. But i can't seem to get it higher than 60 frames. This is the count I'm using. I can slow down the frame rate ...
5
votes
2
answers
2k
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Tile based collision detection failing when player is going too fast
I'm creating a side scroller and I'm have a problem with my collision detection.
The collision detection works perfect when the player is falling at a constant speed, but when I implement more ...
4
votes
1
answer
5k
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Most efficient way to implement delta time
Here's one way to implement delta time:
...
0
votes
2
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5k
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Creating A TickRate Class
I need to implement tickrate into my engine to handle timed events such as pushing out entity updates and I don't know where to start.
I have access to a timer which allows me get the time in ...
4
votes
4
answers
4k
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Sending high scores to a web server in an open source game
I've never dealt with sending/receiving data from web servers in my games, so I absolutely have no idea how to do this. I tried googling for a good solution but couldn't find anything satisfying.
I ...
1
vote
1
answer
3k
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Interpolating a player between two 2D points?
I would like a player to be able to move in a direction smoothly, whilst sticking to a fixed grid. Much like in Pokemon, how the player can move, but when the key is pressed and released quickly, they ...