Questions tagged [deltatime]
The deltatime tag has no summary.
28 questions
0
votes
0
answers
36
views
Need help with 2D player controller
I'm trying to create a 2D side-scrolling player controller like in Terraria, but I can't get the delta time right. If I set my laptop's mode to battery saver, my character jitters (from dt jitters), ...
2
votes
4
answers
245
views
How are deltatime overshoots typically dealt with--or are they dealt with at all?
So I was implementing deltatime adjustment into a game when I thought of this problem. Consider a control case, with no adjustment for framerate:
Here, our character jumps up to a max height of 12.5 ...
1
vote
1
answer
107
views
Objects move with different speed on different devices
I was making a 2d top-down game, but when I tested it on two devices (Samsung M31 and Samsung S25) there was a problem with player speed - it was faster on S25 and slower on M31. I tried using some ...
0
votes
0
answers
109
views
How can I accurately calculate deltatime in SDL2/3?
I have looked up ways to calculate DeltaTime in the past, but the 'solutions' seem to have my program be slightly jittery or not move things correctly. As far as I know, you would calculate it by ...
0
votes
0
answers
54
views
What are some methods of adding smooth, frame indpendent, camera recoil/punch?
I've run into a bit of a brick wall on this topic. I've only been able to achieve either only frame independent recoil, or smooth recoil. But not the other.
I think the main source of the problem is ...
2
votes
1
answer
302
views
What kind of delta time system is better?
I'm implementing a timestep system and my code currently looks like this (C#, but that's irrelevant to the question):
...
1
vote
2
answers
129
views
Inconsistent Movement Behaviour between built Game and Playmode
I'm using a simple MonoBehaviour that causes GameObjects to change their position based on a ...
0
votes
0
answers
146
views
delta_time with the new move_and_collide() function in GameMaker
Is this implementation of delta time in recent Game Maker reliable?
var dt = delta_time / 1000000
move_and_collide(spd_h * dt, spd_v * dt,obj_world.solid_tiles);
...
0
votes
0
answers
91
views
custom metronome is not consistent
In Unity 2022.3.12f1, I made a metronome. Here is a minimal working example:
...
0
votes
0
answers
99
views
How to calculate velocity based on force at an angle
I have a 2D top-down jetboat that is moving (has a x, y velocity). I apply the velocity by multiplying against the delta time <...
1
vote
1
answer
374
views
How to pause or slow down/speed up Time.deltaTime when it is inside the Update() method?
My player is able to dive for a limited amount of seconds (let's say 10 seconds) while swimming. When he's not diving his breath gauge fills up again to a max of 10 seconds:
...
1
vote
1
answer
111
views
What if I use delta time to just regulate framerate but not individual entities?
What if, instead of multiplying all my values that change each frame by delta time, I just increased one number in increments multiplied by delta time, and used that number to advance to the next ...
1
vote
1
answer
116
views
Character walks too fast when browser's hardware acceleration is turned off
I have posted a project on itch.io (here). My character walks with the speed I intended when Chrome's hardware acceleration is turned on but walks much faster when it is turned off. First, my friend ...
1
vote
0
answers
216
views
What is deltaTime calculated between?
I watched a recent YouTube video about deltaTime and at around 3:50 the author talks about how it is calculated. He goes on to claim that it is NOT
The time elapsed between the frame currently being ...
0
votes
3
answers
520
views
Coroutine delay isn't consistent on different framerates
My problem:
I am using a coroutine to add a typewriter effect to my texts, but the delay (using yield return new WaitForSeconds();) isn't consistent on different ...
0
votes
1
answer
395
views
Frame duration varies by a millisecond every few frames
When I run the program at 60 fps, I get 0.016 seconds per frame most of the time, then 0.017 s once every few frames. A similar thing happens for 30 fps, varying between 0.033 and 0.034 seconds per ...
1
vote
0
answers
135
views
Variable Timestepping & Unexpected Jerkiness/Stutter in a Simple Test Case Scenario
I have been bashing my head of an extremely simple case in my C++ game and would like some help. I have been researching about game loops, variable & fixed timestepping, rendering interpolation, ...
0
votes
1
answer
2k
views
How fps limiting works in pygame (specific example)
I recently wrote a program where I needed to limit the fps. After some searching I found a way via pygame built-in methods pygame.time.Clock() and ...
1
vote
2
answers
801
views
How to reconcile collision detection with delta time?
In my simulation, if an object is inside another object, it imparts a force proportional to the distance inside the object (basically a separation force).
I am having an issue though where the ...
1
vote
1
answer
1k
views
Forcing animations to play in real time, ignoring time scale
When the character dies, an animation plays, and then the scene resets. What I want is that nothing moves/animates except the character and the life bar so I use ...
0
votes
1
answer
942
views
Why does speed times delta-time give slow movement?
I'm using glfw's glfwGetTime() function to calculate my time between frames i.e deltaT but when I multiply my desired movement ...
0
votes
1
answer
339
views
Controlling the delta time in Unity
I record object data (position,rotation) for objects in a scene and store it to a file. At some stage the player can load this file and "play back" the recording to watch themselves. ...
1
vote
1
answer
424
views
Where should I handle player movements in a Java Game?
I had an old pure Java 2D top-down game that I'm trying to reformat a bit. Before, I had a bit of a messy game loop that didn't use delta timing for any movements or animations. Now, I'm trying to ...
0
votes
1
answer
291
views
DeltaTime is smaller than it should be
I have a gameloop for a simulation I'm making, I noticed that the simulation is going very slow, When i checked the DeltaTime it was very small, I set the target fps to be 1 (deltatime should be 1 in ...
1
vote
1
answer
5k
views
Delta Time FPS with SDL 2 in C++
I have tried achieving a good delta time and fps counter over the last few days, read and watched a lot about it, but still can't seem to get it to work.
Here is an example:
...
0
votes
1
answer
2k
views
How to apply Time.timeScale only to certain scripts?
I have a need to pause my game and the simplest and most clean way that I know of (other than completely designing my own time system) is by using ...
-1
votes
1
answer
124
views
I do not understand the code version of time based sprite animation?
I'm Universo and for the longest time had coding issues around the concept of time-based sprite animation basically, do not know how to implement it and any code or explanation simple or complex that ...
0
votes
2
answers
2k
views
Is Time.deltaTime the last frame time or it is the time difference between frames?
I just came across the unity blog and found that unity 2020.2 trying to fix Time.deltaTime which is good for more smooth movement (correct me if I am wrong). But when I am reading the blog I found ...