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I think you have inverted the alpha in the interpolation. It should be curr*alpha + prev*(1-alpha). From Fix Your Timestep!: State state = currentState * alpha + previousState * ( 1.0 - alpha ); In fact you are rendering an interpolated status that has 1 time-step of latency, so Actual time elapsed |----------|---_______| Time simulated ...


You might actually be better of with using std::map for this one, depending on your exact use-case. I did some testing on our little rendering framework where I thought std::unordered_map would be good for maintaining a map of graphics resources (we are using std::map there now). I found that it's actually slower to use std::unordered_map since the ...

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