Timeline for Semi-fixed or Fully-fixed timestep?
Current License: CC BY-SA 3.0
4 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| May 16, 2011 at 11:04 | comment | added | Blair Holloway | Elaboration: using a variable dt for update and render is the simplest thing that would work, but generally avoided when using physics engines for the instability it causes. Therefore, calling update with a fixed dt, and rendering at the same rate (while dropping frames if your update runs long) is generally the simplest thing that would work. Writing code to interpolate objects between update calls adds complexity to your code; complexity that you're adding to solve no problem in particular. | |
| May 16, 2011 at 11:01 | comment | added | Blair Holloway | What I'm saying really boils down to this: do the least complicated thing that would work. | |
| May 16, 2011 at 6:25 | comment | added | Ryan | I don't get it. You're saying I can lock the big dt that i'd compute in my game loop - that my physics consumes? How do I do that? Can I do it with CADisplayLink? I mean, what % of CPU are you assuming I'm using? Should you really assume locked game loop dt? | |
| May 16, 2011 at 5:36 | history | answered | Blair Holloway | CC BY-SA 3.0 |