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 ...
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 ...
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 ...
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 ...
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, -(float)9....
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. ...
Overview Guys really hoping for some help here. My game loop is based on code from Fix Your Timestep!. I've read the article more than a few times, but I can't quite work out what exactly is ...