My question is related with Fixed time step vs Variable time step. But where a fixed frame-rate improve the consistency of a physics based game, is it the case for a rythm game, or wouldn't it be ...
Should a game loop be based on fixed or variable time steps? Is one always superior, or does the right choice vary by game? Variable time step Physics updates are passed a "time elapsed since last ...
When optimizing the frame rate of a game, when should I focus on a large FPS and when should I focus on a consistent frame rate. This is often a hotly contested issue, so please note I'm not asking ...
By profiling my game, I see that the vast majority of the execution time of my hobby game is between the blit and the flip calls. Currently, it's only running at around 13fps. My video card is fairly ...