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Questions tagged [timestep]

A timestep (commonly represented as `dt` or `deltaTime`) is the amount of in-game time that elapses between two discrete updates of a piece of the game's internal state, or the duration that an update operation is meant to model. Timesteps arise in game loops, physics simulations, animation timelines, interpolation, and other systems modeling change over time.

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How to measure time interval (different languages)

What is the recommended way to measure time intervals for a game loop? Consider the situation in which a developer is writing their own game loop. Using a third party game engine such that you do not ...
Theraot's user avatar
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3 votes
3 answers

Finding average input value over time in seconds

I'd like to find the average input value from a controller over the last n seconds (say the last 0.1 seconds) and do this every frame. I can see how to do this for the past n frames by storing a list ...
Sea Scout's user avatar
0 votes
1 answer

Mouse movement with deltaTime?

Is it good idea to multiply Mouse movement by Time.deltaTime? float mouseX = Input.GetAxis("Mouse X") * lookSens * Time.deltaTime; Should we use deltaTime with ...
Crypto Gamer's user avatar
17 votes
1 answer

How to get and use delta time

I have mice looking and walking in my game, but they are very slow and hard to use. I think it's because I'm using fixed speed. I heard that in big projects developers use delta time. How do I ...
Mark Fedurin's user avatar
5 votes
2 answers

Frame-rate independent friction on movement in 2d game

I have been trying to implement a simple physics system for a 2D space game I am making. I have it pretty much working, but I have encountered an issue with the way I apply friction. I have tried ...
Rasmus Øvlesen's user avatar
4 votes
1 answer

Fixed timestep with interpolation in AS3

I'm trying to implement Glenn Fiedler's popular fixed timestep system as documented here: In Flash. I'm fairly sure that I've got it set up ...
Jim Sreven's user avatar
3 votes
2 answers

Can I always assume that fixed time step in Unity is reliable?

I was thinking about games on low end machines or phones where the CPU would be limited. If I were to move all of my game logic into FixedUpdate() can I assume that ...
user3797758's user avatar
  • 3,641
3 votes
1 answer

Tile based smooth snake movement

while making my own Snake implementation I decided to use delta time for smoothing movement on screen. The problem is that before Snake was moving fixed amount of pixels every frame, but now when ...
wixy0's user avatar
  • 67
1 vote
1 answer

Accounting for drift between ticks

What are some solid techniques to account for the gap between processing time and frame update ticks? In other words, the game/render loop looks like this: Some important points: Tick timings are ...
davidkomer's user avatar
0 votes
2 answers

Adding some new velocity to player in FixedUpdate. Should I use FixedDeltaTime or nothing?

I am trying to learn how to move objects in Unity without using the built in features like AddForce etc. Some tutorials on Unity website (and other places) is where I have got most of my 'knowledge' ...
Big T Larrity's user avatar