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 ...
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 ...
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. ...
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, ...
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 ...