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Questions tagged [fixed-timestep]

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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 ...
andrew's user avatar
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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 ...
Mike F's user avatar
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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 (...
tisolo's user avatar
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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 ...
Kaeru's user avatar
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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. ...
peonylast's user avatar
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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 ...
Charlie's user avatar
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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: ...
Gavriil's user avatar
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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 ...
Connor Spangler's user avatar
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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 <...
Koby 27's user avatar
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I have the following game loop: ...
Gavriil's user avatar
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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 ...
Krupip's user avatar
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4 votes
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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 ...
whitwhoa's user avatar
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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 ...
Stovoy's user avatar
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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 ...
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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 ...
Nairou's user avatar
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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 ...
usernumber's user avatar
1 vote
1 answer
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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 ...
davidkomer's user avatar
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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
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So far I have this implementation of "FYTS". However I am facing several problems. ...
Thomas Hartmann's user avatar
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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 ...
o.o's user avatar
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2 answers
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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 ...
TheMAAAN's user avatar
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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 ...
Anonymous Entity's user avatar
1 vote
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90 views

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. ...
InsOp's user avatar
  • 153
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99 views

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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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 ...
Gustavo Maciel's user avatar