Linked Questions

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1answer
48 views

Is it possible for Minecraft to use time-dependent in-game progression rather than current tick-dependent?

I see the problem of the current tick-dependent approach to propel the in-game progression. The drawback of this tick-dependent approach is that if a computer running the game is not powerful enough, ...
0
votes
1answer
27 views

Moving object with preset timelapse

I am a newbie game developer. I have one problem. Consider the following case. I have a simple game with only one object - a ball. A ball can move only up and down from one side to another. A User ...
0
votes
1answer
22 views

Is it okay to update the graphical handlers in the same function where you render them?

I have a class called 'GraphicalHandler' that all my graphical handlers inherit from the main game loop. The class manages a static vector of pointers to all instances of itself. I can then call the ...
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votes
3answers
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 ...
1
vote
1answer
93 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 ...
0
votes
1answer
569 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
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 ...
0
votes
1answer
36 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 ...
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votes
0answers
70 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
2answers
374 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: ...
5
votes
1answer
217 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....
0
votes
1answer
1k 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 ...
1
vote
1answer
275 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 ...
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 ...
2
votes
1answer
408 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'...

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