Timeline for Should frame rate affect the speed in a game engine?
Current License: CC BY-SA 3.0
10 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 13, 2024 at 23:23 | comment | added | Questor | As long as its not a multiplayer game fixed time step vs unfixed time step doesnt matter... Its only when you need multiple computers saying the same thing that fixed vs varible time steps effect synchronization and cause issues. | |
| Jun 17, 2011 at 11:19 | comment | added | Kylotan | To be fair, this approach is more than good enough for anything not performing complex physics, and has worked in many shipped games. So it's best not to get too worried about needing the fixed time step and interpolated rendering, etc. | |
| Jun 17, 2011 at 2:08 | comment | added | doppelgreener | I edited my answer so I wouldn't have to mention fixed-step or variable-step during my explanation of delta time updating (which is all I really care about explaining). Being a newb to physics (apparently moreso than I thought I was) I have to thank you for your feedback and your own answer, @AttackingHobo. | |
| Jun 17, 2011 at 2:05 | history | edited | doppelgreener | CC BY-SA 3.0 | Decoupled this answer from variable time stepping. |
| Jun 16, 2011 at 21:58 | comment | added | user4513 | Ah, for some reason I thought he was using a fixed time step with dt stepping... So yoir right, this is bad. | |
| Jun 16, 2011 at 16:00 | comment | added | AttackingHobo | @Daniel, It is still non-deterministic, making synced network simulations, or a replay system much more difficult to implement. And if you were to create a Rube Goldberg type puzzle game, after a few seconds the simulation will not replay the same way each time. | |
| Jun 15, 2011 at 21:00 | comment | added | user4513 | That is why the time passed (dt) can be clamped, meaning from frames per second 5 - 1000, your engine works correctly. Below 5fps, you will get a slowing of time (ie the dt is clamped). | |
| Jun 15, 2011 at 20:10 | comment | added | AttackingHobo | This approach is not ideal for numerous reasons. Gameplay will be non-deterministic, making multiplayer syncing much harder than it should be. If the update rate slows down enough, objects could tunnel through barriers, or collisions that should happen could be skipped over. | |
| May 29, 2011 at 11:10 | vote | accept | Cracker | ||
| May 28, 2011 at 23:48 | history | answered | doppelgreener | CC BY-SA 3.0 |