Timeline for Why is interpolation passed into the rendering routine when the position and speed are related to the update routine?
Current License: CC BY-SA 3.0
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| May 15, 2023 at 13:00 | answer | added | Philipp | timeline score: 2 | |
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| Dec 15, 2013 at 23:54 | comment | added | Trevor Powell | I once worked on a PS2 game where we did exactly this so that the rendering could draw objects at slightly different positions on odd-numbered scan lines than on even-numbered ones. The television's interlaced video signal gave us the appearance of 60fps rendering when we were actually only rendering at 30fps. With modern televisions you can't do this trick any more, but it was a neat hack at the time. | |
| Dec 15, 2013 at 23:37 | answer | added | RandyGaul | timeline score: 1 | |
| Dec 15, 2013 at 22:20 | comment | added | user6214 | Some of the problem may also be that I have no separate field for velocity. I'm moving the length of a tile (32 pixels) at a presumably fixed rate. If instead I did have a velocity integrated it might make more sense to me. | |
| Dec 15, 2013 at 22:07 | comment | added | user6214 | I'm sorry to be so dense about this, but can you define "fixed time step"? I've read the terms variable and fixed time step, but don't quite understand simply what a time step is. | |
| Dec 15, 2013 at 17:23 | comment | added | CodeSmile | The idea is to run your game simulation at a fixed time step in all situations, while rendering does the interpolation based on an object's current (or target) position and velocity. This post may answer some of the questions: learn-cocos2d.com/2013/10/… | |
| Dec 15, 2013 at 15:24 | history | asked | user6214 | CC BY-SA 3.0 |