Timeline for How can I make the main game loop frame-rate independant?
Current License: CC BY-SA 3.0
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Jan 19, 2018 at 4:06 | history | edited | Ryan1729 | CC BY-SA 3.0 |
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Jan 18, 2018 at 15:26 | comment | added | Krupip | I made a mistake, I didn't see that OP linked to something in his post, and his article was the one I was talking about. I thought you were talking about delta timing instead of interpolating between updates. If you include that book chapter link in your article I can upvote your post. | |
Jan 18, 2018 at 3:15 | comment | added | Ryan1729 | @snb My answer was mainly trying to explain the linked article. This book chapter is the best comparison of different gameloop methods I'm aware of, and it mentions the linked article in an extremely positive light. The chapter does mention that the method above, (the last one in the list,) is the most complicated. But I'm not sure where a scaling concern would come from since most games have only one game loop, and once the loop is set up, in my experience, you rarely touch it again. I'd be interested to see a better method though! | |
Jan 17, 2018 at 21:12 | comment | added | Krupip | there are far better methods, I'm trying to find the article I looked at before, but pure delta time systems are not scalable and are prone to bugs, scheduled calculations work better especially for lower end systems, where you cap off the max computation time on your game creating reliable system requirements and managing performance better. | |
Oct 12, 2017 at 8:26 | history | answered | Ryan1729 | CC BY-SA 3.0 |