Linked Questions

3
votes
4answers
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 ...
0
votes
3answers
722 views

Use two Gameloops instead of one

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 ...
6
votes
1answer
477 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 ...
0
votes
1answer
928 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 ...
0
votes
1answer
416 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 ...
1
vote
2answers
292 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: ...
2
votes
1answer
336 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'...
5
votes
1answer
197 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....
1
vote
1answer
228 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 ...
0
votes
2answers
91 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 ...
0
votes
0answers
124 views

Testing for connected maze cells

I'm currently in the middle of writing a game where there is a maze. The maze itself is already drawn ok, and once I have the layout I randomly rotate all the pieces. I have a 'start' cell that is a ...
0
votes
1answer
31 views

Is Updating Sprite/Entity Movement Using Framerate Necessary?

Apologies if this is a dumb question I'm still new to this, but I'm trying to understand if calculations of sprite movements/hitboxes/etc. is necessary or is generally better than just using fixed ...
0
votes
0answers
51 views

How Best to Implement Fixed Time Step for Gsync/Freesync Monitors?

I currently implement my game loop using a variable fixed timestep, i.e. dt = 1 / monitor_refresh_rate with vsync (or pseudo vysnc with delays where vsync is ...
1
vote
1answer
31 views

Is it a useful strategy for Mobile VR titles to render faster than their simulation loop?

For example - If a title had a very heavy simulation loop (say 20ms), is it desirable to render at a greater rate, say 90hz? This would always a present head pose correct to the view, without being ...
1
vote
0answers
26 views

How to keep my auto-aim in sync with the rendered frame?

In my FPS game there is an automated lock system. If you stare at an enemy, your weapon locks onto the enemy as long as your aim is hovering approximately around the target. If my player sets frame ...

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