4k views

### Smooth Camera Follow

I am using a fixed static background. I have a gameobject(Current ref. image) which is moving with the help of waypoints. I have made camera to follow the Current. The camera is stuttering while ...
1k views

### Two Gameloops instead of one, wouldn't it be better?

I have been thinking about this a lot and don't know if i'm thinking incorrectly. Most games have one game loop that can be split into three functions. A basic game loop would look something like ...
2k views

### Why do games use tick rates in their networking and servers instead of an event system?

Why do most games limit themselves with a tick rate in their networking? Isn't it better to make something like an even system where for example client A does something then the client sends related ...
695 views

### What are the practical differences between discrete and continuous simulations?

I've done some research regarding how to simulate a game world, and it seems that I need to decide whether I want to write a continuous or a discrete simulation. From my understanding, in a ...
562 views

### How can I fix my velocity damping to work with any delta/frame time?

I am decreasing my velocity by 50% every second using a guide I found online. I am using the code here and it gives the right result but only for very small values for dt: ...
826 views

### Frame-rate independant movement with acceleration

First of all, this is different to this question, because that question doesn't update entities the same way I am. My update loop goes something like this (for the player): Apply acceleration based ...
611 views

### Frame Dependency vs Time Dependency

Just today, I was dealing with this very topic in class, and I had a hard time following through the lectures. Could someone explain to me what it means for something to be frame dependent, in layman'...
287 views

### How do games implement client/server frame rate?

Do games have a frame rate at X fps that updates logic and also renders? Or do games update logic at a much slower frame rate than rendering? Let's say 20-25 fps for logic, and 60+ fps for rendering....
323 views

### Fixed timestep without physics?

I read Gaffer's Fix Your Timestep article many years ago, and have since had the impression that game code should have a fixed timestep, with only non-gameplay related tasks outside of that in the ...
163 views

### What is the correct way of implementing a deterministic frame update?

My goal: Implement the game update loop so that it's deterministic (i.e. every frame of updation behaves the same when run multiple times with same frame-input, does not depend on processing speed ...
165 views

### Simulation step size in a physics engine

I am trying to integrate a physics engine (Bullet) into my game engine, but I immediately found that I do not know how big should I make the simulation step. I think of 2 options: Use a fixed step ...
94 views

### Running subsystems at difference update intervals

I want to update the rendering at 60fps, but the logic at some lower rate, say 15Hz. But if an object only moves when the game logic updates, then it would appear to stutter badly especially for lower ...
120 views

### Sever-side physics simulation and client 'inputs' send rate in a fast multiplayer game

I am building a very tiny first-person multiplayer game. I'm just aiming to get the basic rights: client-side prediction and reconciliation + entity interpolation. I have read many articles on these ...