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0
votes
0answers
66 views

Particle System Tracking

I have a particle system where instead of tracking the time each particle is alive, I just track the time of the oldest particle and the time of the youngest particle. Basically, the oldest particle ...
1
vote
2answers
73 views

How do I implement time scaling?

I want to be able to change the game speed, to speed up or slow down all animations and gameplay. Ideally, this could also be set to a negative number to make everything go backwards. I tried this: ...
0
votes
1answer
72 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: ...
1
vote
2answers
153 views

Really simple count down timer

I'm making a little 2D tank game that fires bullets depending on where you click (This has been done and works a treat). I'm currently working on a timer class with a simple function that displays a ...
0
votes
2answers
126 views

Creating A TickRate Class

I need to implement tickrate into my engine to handle timed events such as pushing out entity updates and I don't know where to start. I have access to a timer which allows me get the time in ...
2
votes
1answer
102 views

Frame-rate independent friction on movement in 2d game

I have been trying to implement a simple physics system for a 2D space game I am making. I have it pretty much working, but I have encountered an issue with the way I apply friction. I have tried ...
3
votes
1answer
114 views

How can I speed up cocos2d game engine?

I am developing a tower-defense game and I want to permit user to change game engine speed ,for example rotation speed of towers,rockets speed ,enemies moving speed ,counters and etc proportionally. ...
0
votes
0answers
54 views

Particle friction with variable timestep in XNA

Alright, so I'm working on an engine of sorts in XNA (yes, it's deprecated, I know) and I'm implementing my own particle system. I've defined a "ParticleEffect" such that when it's supplied a GameTime ...
2
votes
1answer
80 views

Fixed timestep and interpolation question

I'm following Glenn Fiedlers excellent Fix Your Timestep! tutorial to step my 2D game. The problem I'm facing is in the interpolation phase in the end. My game has a Tween-function which lets me ...
2
votes
0answers
30 views

Xna 4 Model Rotation with inertia not working as expected with variable updates

I am trying to rotate a model with inertia damping with the keyboard. The code works great with a fixed time step but it doesn't behave the same with a variable update frequency. Update method: ...
5
votes
2answers
735 views

Why is my gameloop logic not being restricted to 60 per second?

Here is my gameloop (taken from http://www.koonsolo.com/news/dewitters-gameloop/) which is supposed to limit the game (logic) updates to 60 per seconds and render as fast as the device allows: long ...
0
votes
0answers
158 views

Run a few seconds of simulation just after loading a scene

I'm looking for a way to execute 3 to 15 seconds of simulation once a scene is loaded. The problem is: some objects can be left suspended in motion while the player exits the scene. their state is ...
2
votes
1answer
162 views

Fixed timestep with interpolation in AS3

I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: http://gafferongames.com/game-physics/fix-your-timestep/ In Flash. I'm fairly sure that I've got it set up ...
2
votes
2answers
242 views

Physics engine deltaTime and force acceleration

I am working on a physics engine that uses basic Euler integration to compute forces. So, here is the thing: function applyForce (rigidbody, force) { rigidbody.forces.add(force); } function ...
1
vote
1answer
142 views

GameTime Replacement / Wrapper for Pausing , Slow-mo and 'Fast-mo'

I'm looking to change the way in which my game uses GameTime to run the game so that I can easily pause the game (elapsedTime = 0) or change how slow/fast the in game elements interact as a scaler of ...
3
votes
3answers
165 views

Smooth interpolation with variable time steps

My game engine just went through a small overhaul that changed its fixed time step loops into variable time steps ones. Though everything has already been adapted steadily to the new environment, ...
0
votes
1answer
125 views

Separate game clocks/intervals in XNA

I am making a real time strategy game in XNA. I have separated the Client (rendering, input, sound) code from the Sim (game logic). I want to have features like replaying and fast forwarding. Also, I ...
1
vote
2answers
306 views

Movement doesn't look smooth (slight lag)

Currently I'm using a variable time step and when the FPS drops by even a small amount you can easily notice a slight lurch forward of the player. I'm making a platformer and I'm wondering whether I ...
0
votes
1answer
281 views

Framerate and game loop on mobile

I'm searching how to manage game framerate on mobiles devices, here is my problem: On a computer with got something like that: void main() { while(game.isRunning()) { ...
1
vote
1answer
278 views

Correct way to update my physics frame rate

I've searched around here and Google and at last I looked at Fix your Timestep! article on the web which most of the people suggest. In according to that article I came up with an update method like ...
1
vote
2answers
1k views

Should I accumulate state time based on a global or a parameter?

Generally, we associate a "state time" with our sprites. Libgdx provides a method to do so: float deltaTime = Gdx.graphics.getDeltaTime(); However, in the main game loop, we have a delta time as a ...
1
vote
1answer
119 views

How to make camera rotation independent from frame rate?

I multiply the mouse movement by a given number to get camera rotation of a desired speed. But it only works at 60 FPS. When I don't limit the frame rate I get around 350 FPS and the camera rotation ...
0
votes
2answers
108 views

Variable timeStep not working as intended

I've been working on a game in javascript/html5 (through typescript) using my own little library. This library uses a variable timestep since I plan on using it on mobile devices, and I was under the ...
7
votes
1answer
515 views

Timestep in multiplayer game

I'm trying to wrap my brain around the concept of creating a server/client multiplayer experience. My problem is mainly related to timestep. Consider the following scenario: A client connects to ...
4
votes
1answer
381 views

Glenn Fiedler's fixed timestep with fake threads

I've implemented Glenn Fiedler's Fix Your Timestep! quite a few times in single-threaded games. Now I'm facing a different situation: I'm trying to do this in JavaScript. I know JS is ...
7
votes
1answer
13k views

How to get and use delta time

I have mice looking and walking in my game, but they are very slow and hard to use. I think it's because I'm using fixed speed. I heard that in big projects developers use delta time. How do I ...