New answers tagged jumping
0
votes
How are deltatime overshoots typically dealt with--or are they dealt with at all?
This is the ultimate answer for this question.
https://www.gafferongames.com/post/fix_your_timestep/
4
votes
How are deltatime overshoots typically dealt with--or are they dealt with at all?
First: Kevin's answer is correct — the most reliable way to solve this problem is to use a fixed timestep.
Depending on your launch velocity or acceleration rules, the apex of your jump could still ...
0
votes
How are deltatime overshoots typically dealt with--or are they dealt with at all?
In Game Programming Gems 2 (2001) there is a method I'm using which is framerate independant. It must be equivalent to what Kevin said. The Lap is incremented by a delta time between previous ...
3
votes
Accepted
How are deltatime overshoots typically dealt with--or are they dealt with at all?
One solution for this problem used by some engines is to have physics updates be frame-independent.
For example, the Unity engine uses a fixed physics timestep which is independent of rendering. These ...
Top 50 recent answers are included
Related Tags
jumping × 116unity × 51
c# × 32
physics × 30
2d × 18
platformer × 17
java × 12
movement × 10
collision-detection × 9
libgdx × 9
animation × 8
c++ × 5
box2d × 5
input × 5
javascript × 4
godot × 4
rigidbody × 4
control × 4
android × 3
mathematics × 3
raycasting × 3
gamemaker × 3
sfml × 3
physics-engine × 3
touch × 3