Linked Questions

0 votes
2 answers
1k views

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 ...
Villager303's user avatar
2 votes
1 answer
790 views

What is the difference between framerate independent vs framerate dependent? Can you please give an example.
user62860's user avatar
3 votes
1 answer
482 views

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, ...
jcora's user avatar
  • 7,917
0 votes
2 answers
165 views

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 ...
user2957632's user avatar
0 votes
1 answer
181 views

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 ...
Tomashu's user avatar
  • 101
19 votes
2 answers
6k views

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 ...
Darthg8r's user avatar
  • 341
17 votes
1 answer
70k views

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 ...
Mark Fedurin's user avatar
12 votes
3 answers
17k views

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 ...
ShrimpCrackers's user avatar
7 votes
5 answers
5k views

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 ...
msell's user avatar
  • 5,887
15 votes
2 answers
12k views

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 ...
Ryan's user avatar
  • 887
8 votes
1 answer
17k views

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 ...
silent's user avatar
  • 183
4 votes
5 answers
12k views

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? ...
LiquidFeline's user avatar
  • 1,391
7 votes
1 answer
29k views

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 ...
A13X's user avatar
  • 314
9 votes
4 answers
11k views

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) ...
flotothemoon's user avatar
5 votes
2 answers
2k views

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 ...
Ozan's user avatar
  • 53
2 votes
3 answers
9k views

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 ...
David Kroukamp's user avatar
5 votes
4 answers
3k views

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 ...
John Brown's user avatar
6 votes
2 answers
20k views

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 ...
Setzer22's user avatar
  • 480
12 votes
3 answers
5k views

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 ...
Petteri H's user avatar
  • 1,743
4 votes
2 answers
3k views

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 ...
adivasile's user avatar
  • 757
5 votes
4 answers
2k views

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 ...
Huang F. Lei's user avatar
3 votes
3 answers
5k views

Let's say we have a standard gameloop like this, in pseudocode: while (true) { dt = GetDeltaTime(); Update(dt); Render(); } Here ...
cfh's user avatar
  • 151
5 votes
2 answers
612 views

I understand that using real time frame elapses (which should vary between 16-17ms on average) are provided by a lot of frameworks. GetTimeElapsedSinceLastFrame, ...
bobobobo's user avatar
  • 17.2k
5 votes
2 answers
3k views

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 ...
Mr_Qqn's user avatar
  • 402
0 votes
2 answers
5k views

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 ...
Subsequent's user avatar
5 votes
2 answers
2k views

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 ...
Sven van Zoelen's user avatar
4 votes
1 answer
5k views

Here's one way to implement delta time: ...
Starkers's user avatar
  • 961
0 votes
2 answers
5k views

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 ...
KKlouzal's user avatar
  • 242
4 votes
4 answers
4k views

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 ...
Vittorio Romeo's user avatar
1 vote
1 answer
3k views

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 ...
Jack Wilsdon's user avatar

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