Timeline for is this approach correct to make my game framerate indipendent in javascript?
Current License: CC BY-SA 4.0
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Mar 22, 2019 at 13:43 | history | edited | Pikalek | CC BY-SA 4.0 |
added code markdown
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Mar 22, 2019 at 12:09 | comment | added | Lovro | @DMGregory, thanks. This is something I have yet to learn. | |
Mar 22, 2019 at 11:58 | comment | added | DMGregory♦ |
Quite often games will use a while( remainingDelta > interval) loop rather than a single if , to run a fixed update function at a rate decoupled from the visual update tick — sometimes multiple calls per visual update. For this, it's good not to null-out the start each time, but to keep track of how much "loose change" is leftover after calling the fixed update, so we can carry it forward to the next loop & avoid "lost time"
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Mar 22, 2019 at 11:55 | review | Late answers | |||
Mar 22, 2019 at 13:43 | |||||
Mar 22, 2019 at 11:38 | history | answered | Lovro | CC BY-SA 4.0 |