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delta_time with the new move_and_collide() function in GameMaker

Is this implementation of delta time in recent Game Maker reliable? var dt = delta_time / 1000000 move_and_collide(spd_h * dt, spd_v * dt,obj_world.solid_tiles); ...
Bernardo Becker's user avatar
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0 answers
36 views

custom metronome is not consistent

In Unity 2022.3.12f1, I made a metronome. Here is a minimal working example: ...
jules's user avatar
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0 answers
55 views

How to calculate velocity based on force at an angle

I have a 2D top-down jetboat that is moving (has a x, y velocity). I apply the velocity by multiplying against the delta time <...
fresh's user avatar
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1 vote
1 answer
142 views

How to pause or slow down/speed up Time.deltaTime when it is inside the Update() method?

My player is able to dive for a limited amount of seconds (let's say 10 seconds) while swimming. When he's not diving his breath gauge fills up again to a max of 10 seconds: ...
Tomo's user avatar
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1 vote
1 answer
57 views

What if I use delta time to just regulate framerate but not individual entities?

What if, instead of multiplying all my values that change each frame by delta time, I just increased one number in increments multiplied by delta time, and used that number to advance to the next ...
biscuit's user avatar
  • 13
1 vote
1 answer
85 views

Character walks too fast when browser's hardware acceleration is turned off

I have posted a project on itch.io (here). My character walks with the speed I intended when Chrome's hardware acceleration is turned on but walks much faster when it is turned off. First, my friend ...
vmrfreitas's user avatar
1 vote
0 answers
95 views

What is deltaTime calculated between?

I watched a recent YouTube video about deltaTime and at around 3:50 the author talks about how it is calculated. He goes on to claim that it is NOT The time elapsed between the frame currently being ...
Vilx-'s user avatar
  • 167
0 votes
3 answers
325 views

Coroutine delay isn't consistent on different framerates

My problem: I am using a coroutine to add a typewriter effect to my texts, but the delay (using yield return new WaitForSeconds();) isn't consistent on different ...
Felix193's user avatar
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1 answer
271 views

Frame duration varies by a millisecond every few frames

When I run the program at 60 fps, I get 0.016 seconds per frame most of the time, then 0.017 s once every few frames. A similar thing happens for 30 fps, varying between 0.033 and 0.034 seconds per ...
Domonicx's user avatar
1 vote
0 answers
101 views

Variable Timestepping & Unexpected Jerkiness/Stutter in a Simple Test Case Scenario

I have been bashing my head of an extremely simple case in my C++ game and would like some help. I have been researching about game loops, variable & fixed timestepping, rendering interpolation, ...
desade's user avatar
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0 votes
1 answer
850 views

How fps limiting works in pygame (specific example)

I recently wrote a program where I needed to limit the fps. After some searching I found a way via pygame built-in methods pygame.time.Clock() and ...
anathrax's user avatar
0 votes
2 answers
537 views

How to reconcile collision detection with delta time?

In my simulation, if an object is inside another object, it imparts a force proportional to the distance inside the object (basically a separation force). I am having an issue though where the ...
Ryan Peschel's user avatar
1 vote
1 answer
1k views

Forcing animations to play in real time, ignoring time scale

When the character dies, an animation plays, and then the scene resets. What I want is that nothing moves/animates except the character and the life bar so I use ...
Arian_ki's user avatar
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0 votes
1 answer
804 views

Why does speed times delta-time give slow movement?

I'm using glfw's glfwGetTime() function to calculate my time between frames i.e deltaT but when I multiply my desired movement ...
Andrew Graham's user avatar
0 votes
1 answer
257 views

Controlling the delta time in Unity

I record object data (position,rotation) for objects in a scene and store it to a file. At some stage the player can load this file and "play back" the recording to watch themselves. ...
Charl Cillie's user avatar
1 vote
1 answer
317 views

Where should I handle player movements in a Java Game?

I had an old pure Java 2D top-down game that I'm trying to reformat a bit. Before, I had a bit of a messy game loop that didn't use delta timing for any movements or animations. Now, I'm trying to ...
ElliottV4's user avatar
0 votes
1 answer
203 views

DeltaTime is smaller than it should be

I have a gameloop for a simulation I'm making, I noticed that the simulation is going very slow, When i checked the DeltaTime it was very small, I set the target fps to be 1 (deltatime should be 1 in ...
Hamza Nasab's user avatar
1 vote
1 answer
4k views

Delta Time FPS with SDL 2 in C++

I have tried achieving a good delta time and fps counter over the last few days, read and watched a lot about it, but still can't seem to get it to work. Here is an example: ...
Yamiko Hikari's user avatar
0 votes
1 answer
1k views

How to apply Time.timeScale only to certain scripts?

I have a need to pause my game and the simplest and most clean way that I know of (other than completely designing my own time system) is by using ...
caleidon's user avatar
  • 581
-1 votes
1 answer
93 views

I do not understand the code version of time based sprite animation?

I'm Universo and for the longest time had coding issues around the concept of time-based sprite animation basically, do not know how to implement it and any code or explanation simple or complex that ...
Dominic Hughes's user avatar
0 votes
2 answers
1k views

Is Time.deltaTime the last frame time or it is the time difference between frames?

I just came across the unity blog and found that unity 2020.2 trying to fix Time.deltaTime which is good for more smooth movement (correct me if I am wrong). But when I am reading the blog I found ...
Muhammad Faizan Khan's user avatar