Timeline for How can I render player movement on a 2d plane efficiently?
Current License: CC BY-SA 3.0
9 events
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Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
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Apr 6, 2012 at 12:23 | comment | added | MarkR | It might help if you could provide a link to your game's prototype in this question, so that people can review your code and view its behaviour. | |
Apr 6, 2012 at 12:21 | comment | added | MarkR | It is very unclear what your problem is, do your characters always exist on exact tile boundaries? If things are too fast, in general you want to move smaller steps at once. If things are too slow, you should use bigger steps, or skip frames. In general it is a bad idea to synchronise the game logic to rendering, because you'll end up with inconsistent speed on different platforms. | |
Apr 4, 2012 at 17:56 | vote | accept | user422318 | ||
S Apr 4, 2012 at 8:47 | history | suggested | Laurent Couvidou |
Added javascript tag
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Apr 4, 2012 at 8:16 | review | Suggested edits | |||
S Apr 4, 2012 at 8:47 | |||||
Apr 4, 2012 at 8:13 | answer | added | Laurent Couvidou | timeline score: 0 | |
Apr 4, 2012 at 2:08 | history | edited | user422318 |
edited tags
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Apr 4, 2012 at 2:01 | history | asked | user422318 | CC BY-SA 3.0 |