0
votes
1answer
59 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: ...
3
votes
1answer
121 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
votes
1answer
146 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
200 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
168 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 ...
-1
votes
1answer
185 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 ...
3
votes
3answers
351 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 ...