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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/
tesla's user avatar
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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 ...
DMGregory's user avatar
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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 ...
philB's user avatar
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3 votes
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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 ...
Kevin's user avatar
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