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0
votes
1answer
67 views

Trying to understand the XNA fixed time step game loop logic

I came across the blog post Understanding GameTime, and after lots of reading on fixed time steps in game loops this is the approach I would like to take. In summary, this is the logic from the post: ...
2
votes
1answer
80 views

Fixed timestep and interpolation question

I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me ...
3
votes
1answer
124 views

Game loop in Javascript

I've been into javascript game programming with html5 and canvas lately. So far I've only been able to implement a game loop with setInterval, but I'm aware this means using fixed timestep. I've ...
1
vote
3answers
92 views

Getting sprites to move exactly the same on different devices

Background When moving a sprite along the X axis, this is my code: spriteXReal = spriteXReal + (spriteXVel * dt); //.5 would be halfway point of, 1 would be right hand side screen etc... ...
2
votes
1answer
232 views

Does client side prediction sync with the server in the past?

I've spent some time now messing around and just trying to learn dead reckoning and client side prediction for the fun of it. Most of what I do doesn't need it, so i've never had a need to go down ...
-1
votes
1answer
166 views

why are there draw rate and update rate in fixed time step game loop?

http://www.gameprogblog.com/generic-game-loop/ Java boolean onLoop( Game game, GameState state, GameInput input, Graphics2D gr ) { long nanosElapsed = state.tick(); updateTime += nanosElapsed; ...
2
votes
1answer
183 views

Calculate Distance Using Lifetime, Speed, and Time Between Ticks

I am trying to draw a line from the player to where he is facing, with the line being the distance his rockets will travel. I have ShipMissile.Speed, which is the number of pixels to move per tick, ...
1
vote
2answers
364 views

Smooth animation when using fixed time step

I'm trying to implement the game loop where the physics is independent from rendering but my animation isn't as smooth as I would like it to be and it seems to periodically jump. Here is my code: // ...
2
votes
1answer
206 views

Implementing a time scale in game with fixed physics update

I'm currently putting together my game loop based on the "Fix Your Timestep" article at gafferongames.com. This is going fine, but I'm also trying to implement a 'time scale', i.e. a way to control ...
0
votes
2answers
170 views

Serious gameplay issue by spawning enemies according to elapsed time

EDIT: I have changed the title as I think that this is a general gamedevelopment question but, on a technical note, I am using Cocos2d v2.0 Some time ago I had asked a question on which was the most ...
4
votes
2answers
2k views

How to achieve smooth movement with a fixed timestep

Previously in the update method of my game I was using a variable time step which provided very smooth movement of a player sprite except when the frame rate would drop, even slightly. At that point I ...
-1
votes
1answer
187 views

Server fixed timestep not running at 30Hz but way way too fast [closed]

I'm trying to make my game's server thread run at a fixed 30Hz but can't figure out how. Basically, before I just had a stupid while(1) { //do everything as fast as you can} which means that for my ...
0
votes
2answers
435 views

What is XNA's GameTime used for?

I'm developing a game using fixed time step, and so far I haven't been using XNA's GameTime class in my code. What uses does the class have, and should I definitely use it in my game, or can I ignore ...
3
votes
3answers
356 views

How precise should timers in update loops be?

What is the suggestion of "enough precision" in a timer for a fixed game update loop? Currently I'm testing with this code, but it sometimes misses 1-2 updates @ 50hz. While at 30hz it seems to work ...
4
votes
2answers
426 views

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, and it gives you the wall clock time. ...
3
votes
3answers
556 views

Semi Fixed-timestep ported to javascript

In Gaffer's "Fix Your Timestep!" article, the author explains how to free your physics' loop from the paint one. Here is the final code, written in C: double t = 0.0; const double dt = 0.01; double ...
1
vote
1answer
523 views

default xna 4.0 gametime don´t works well for 2D physics

I am developing a game using Visual Studio 2010 and XNA 4.0, after advancing to some extent with the project (a platform based 2d platformer msdn starter kit) I got to test it on different computers ...
6
votes
1answer
757 views

Mitigating the noticability of a frame drop in XNA

I have been having some minor frame drop issues in a 2D XNA game. To start with, I am a vsync'ed, mixed timestep. That is: IsFixedTimestep = false; ...
4
votes
4answers
2k views

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 ...
2
votes
1answer
3k views

in iOS, does CADisplayLink automatically control the app's 'timestep'?

I'm writing an iOS game that uses OpenGL ES 2.0. I have my 'OpenGLView' which contains a - (void)setupDisplayLink { CADisplayLink* displayLink = [CADisplayLink displayLinkWithTarget:self ...
4
votes
3answers
947 views

Simple speed deceleration with variable time step?

When you use a fixed time step you can call speed=speed*0.95 to emulate speed deceleration in a simple way. I want to do the same thing with variable time step. I wish to have a simple function ...
3
votes
2answers
1k views

Why does my position interpolation code result in “jumpy” motion?

I am developing an android game with box2d and use a fixed timestep system for advancing the physics. However as I use this system it requires the box2d positions to be interpolates. I read this ...
1
vote
2answers
540 views

Variable physics step, bad idea?

Currently, when I update the entities I calculate the time passed since the last update, and then pass that to their update function. They will in turn pass that duration to all their components. ...
8
votes
1answer
1k views

Separating logic/update from render/drawing code in a single thread using sleep

I've read that the speed of game objects should not be hindered by FPS but instead should be based on time. How can I seperate the update/draw code to maximize performance without limiting the drawing ...
2
votes
2answers
289 views

For timed levels, how do you determine time steps that are less than 1/(frames per second)?

I have made a simple HTML5 racing game. The laps are timed. I am running the game are 40 frames per second, each frame represents 40 milliseconds. There for my timer will increase in 0.025 ...
20
votes
2answers
4k views

How to Interpolate between two game states?

What is the best pattern to create a system that all the objects positions to be interpolated between two update states? The update will always run at the same frequency, but I want to be able to ...
4
votes
4answers
1k views

Physics timestep questions

I've got a projectile working perfectly using the code below: //initialised in loading screen 60 is the FPS - projectilEposition and velocity are Vector3 types gravity = new Vector3(0, ...
19
votes
6answers
1k views

Data structures for interpolation and threading?

I've been dealing with some frame-rate jittering issues with my game lately, and it seems that the best solution would be the one suggested by Glenn Fiedler (Gaffer on Games) in the classic Fix Your ...