0
votes
1answer
57 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: ...
0
votes
0answers
49 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 ...
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 ...
0
votes
1answer
124 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 ...
7
votes
1answer
480 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 ...