Timeline for Frameskipping in Android gameloop causing choppy sprites (Open GL ES 2.0)
Current License: CC BY-SA 3.0
14 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Apr 13, 2017 at 12:18 | history | edited | CommunityBot | replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/ | |
| Jun 27, 2016 at 13:13 | answer | added | duncan | timeline score: 0 | |
| Sep 11, 2014 at 13:27 | comment | added | BungleBonce | Update: I now have working interpolation in place that smooths things out when frames are skipped. | |
| S Jun 5, 2014 at 2:06 | history | bounty ended | CommunityBot | ||
| S Jun 5, 2014 at 2:06 | history | notice removed | CommunityBot | ||
| May 29, 2014 at 18:41 | answer | added | LVBen | timeline score: 0 | |
| May 28, 2014 at 20:33 | comment | added | BungleBonce | Thank I will certainly give it a go my logic only takes a max of 4ms though! Its the rendering that is skipping!! Cheers | |
| May 28, 2014 at 7:19 | comment | added | API-Beast | 60 guaranteed logic steps per second is a whole lot, especially for mobile games. Either unlock the timestep, e.g. use delta time, or use less logic steps. | |
| May 28, 2014 at 5:55 | answer | added | Panda Pajama | timeline score: 7 | |
| May 28, 2014 at 4:39 | history | tweeted | twitter.com/#!/StackGameDev/status/471511072172953600 | ||
| S May 28, 2014 at 1:02 | history | bounty started | BungleBonce | ||
| S May 28, 2014 at 1:02 | history | notice added | BungleBonce | Draw attention | |
| May 24, 2014 at 16:46 | history | edited | BungleBonce | CC BY-SA 3.0 | corrected mistake in graphics file |
| May 24, 2014 at 13:39 | history | asked | BungleBonce | CC BY-SA 3.0 |