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20
votes
2answers
3k 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 ...
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 ...
3
votes
3answers
517 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 ...
4
votes
4answers
976 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, ...
1
vote
2answers
520 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. ...