Questions tagged [fixed-timestep]
The fixed-timestep tag has no summary.
82 questions
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Objects move with different speed on different devices
I was making a 2d top-down game, but when I tested it on two devices (Samsung M31 and Samsung S25) there was a problem with player speed - it was faster on S25 and slower on M31. I tried using some ...
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95
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Fixed timestep graphics jitter
I'm trying to implement the https://gafferongames.com/post/fix_your_timestep article but I have jitter on the position interpolation.
video of the problem
I have the following PhysX manager class ...
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1
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503
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Implementing a Fixed Time Step?
This has been bugging me for few days now. I'm trying to stop movement jittering in my game. I've looked towards semi and fixed time steps - moving towards the latter below so I can really understand (...
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1
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237
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Physics update frequency feasibility
I want to create an offline 2D platformer that is not very physics heavy. After a lot of consideration, I've decided to run most of the physics at a fixed rate of 480hz, and I'm not experiencing any ...
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187
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How do i correctly interpolate between 2 positions recieved from server?
I am trying to implement interpolation in client side. I store Vector2 position data recieved from server in a list and try to interpolate (x,y) from previous position to next position as data comes. ...
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53
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Sync issues with replaying movement
I am creating a networked game and having issues with keeping positions synced between multiple clients.
Essentially what I have happening is one client's movement to replaying on another routed ...
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3
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8k
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Fixed timestep game loop, why interpolation
This is a very standard way of doing a fixed timestep game loop, where you just accumulate time from the previous frame and consume it in discrete steps with the physics engine:
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4
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2
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4k
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How do fixed-point physics (engines) work?
I would think there should be an abundance of excellent articles answering this question, but my searches have come up completely empty.
I am developing an embedded graphics engine on a ...
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How to apply forces to rigidbody when Time.timeScale is changed?
My Task:
I'm trying to replicate this virtual 3d creature evolution project. I'm using unity as my physics engine.
Each limb part has a MonoBehaviour called an <...
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136
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Game loop stutters
I have the following game loop:
...
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2
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2k
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How to handle player input with fixed rate variable fps time step?
I've made a system which uses the ideas from "Fix your Time Step" in order update physics. I'm having trouble finding standard methods for dealing with this when user input affects player movement ...
4
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867
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Fixed Timestep with Interpolation | Blurry & Choppy
I've been implementing a game loop with a fixed timestep which uses interpolation as described in the (legendary as I have come to find out as it is referenced in almost every post I have read trying ...
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Keeping simulations in sync over long periods of time
I'm working on a multiplayer game which involves a huge amount of predictable AI enemies, and a few other players. The enemies are the most important to be accurate, because the game involves pixel ...
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2k
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Render Stutter - OpenGL or loop timing?
For some time now i have no been able to pinpoint the nature of the rendering stutter shown above(by not clearing the screen, not using SwapBuffers and drawing only to the front buffer). See the big ...
2
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739
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How do games have low tick rates without causing input lag?
For example, Minecraft. It updates the gamestate at a rate of only 20/second. And from what I've read, these multiplayer games do the same with their network communication, sending updates at that ...
2
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1
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418
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How do I make my game (without performance problems) not stutter?
I've made a game that has gameticks every 1/60 seconds. These gameticks take very little time to calculate (< 0.5 ms).
The game is written in Javascript and uses requestAnimationFrame (rAF). rAF ...
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1
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612
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Timestep with multithreading
There are several questions and articles which deal with timestep - for example:
Should game logic update per second or per frame?
https://gafferongames.com/post/fix_your_timestep/
Accounting for ...
3
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2
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5k
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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 ...
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2k
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Implementing "Fix Your Time Step"
So far I have this implementation of "FYTS".
However I am facing several problems.
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260
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SFML game only runs smooth at high framerate (Windows 10)
I am trying to make my game smooth on low and high fps. Right now, it only runs smooth when I don't limit the framerate. If I run it at 60, then my sprite is noticeably "sluggish". I believe this ...
1
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2
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416
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Game loop with fixed timestep gives strange result
So I've read the famous article at http://www.koonsolo.com/news/dewitters-gameloop/comment-page-2/#comments which describes different methods of implementing a game loop. I've tried to implement the ...
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2
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140
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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 ...
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Interpolate Entitiypositions received from Server
I want to Inter, or perhaps, extrapolate the positions of gameentities on the client. Those positions are received from the Server. The vague updaterate of the server makes it difficult to implement.
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Does fixed time step deltaTime get higher if the computer can't handle it?
If you use fixed time step and set it to for example 0.0166667 does it ever go up if the computer can't handle 60 updates/ticks per second?
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Using fixed timestep and interpolating states makes physics fall behind one frame. Does that affect responsiveness?
The title says it all, but let me build more into the question:
I suppose everyone by now knows the Fix Your Timestep article, and its proposal to free your physics engine steps from your rendering ...