Skip to main content
12 events
when toggle format what by license comment
May 15, 2023 at 13:00 answer added Philipp timeline score: 2
May 15, 2023 at 12:15 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Dec 3, 2022 at 22:02 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Jul 17, 2022 at 3:08 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Mar 19, 2022 at 3:07 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
Nov 19, 2021 at 3:02 history bumped CommunityBot This question has answers that may be good or bad; the system has marked it active so that they can be reviewed.
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