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Questions tagged [fixed-timestep]

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I was making a 2d top-down game, but when I tested it on two devices (Samsung M31 and Samsung S25) there was a problem with player speed - it was faster on S25 and slower on M31. I tried using some ...
andrew's user avatar
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2 answers
173 views

I'm working on a time system in Unity. All I want from the system is to update the time every minute in addition to: The time update is not affected by the FPS game. The time update occurs strictly ...
Ahmed Dyaa's user avatar
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I'm trying to implement the https://gafferongames.com/post/fix_your_timestep article but I have jitter on the position interpolation. video of the problem I have the following PhysX manager class ...
Mike F's user avatar
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I'm doing a JS game with hundreds of moving physical particles. I've read the famous "fix your timestep" article. So far I've implemented basic prototype with janky game loop tied to FPS and ...
Fen1kz's user avatar
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This has been bugging me for few days now. I'm trying to stop movement jittering in my game. I've looked towards semi and fixed time steps - moving towards the latter below so I can really understand (...
tisolo's user avatar
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I've followed https://gafferongames.com/post/fix_your_timestep/ to do interpolated physics. I have a separate thread entirely from my graphics thread. I use vulkan which allows me to do asynchronous ...
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I want to create an offline 2D platformer that is not very physics heavy. After a lot of consideration, I've decided to run most of the physics at a fixed rate of 480hz, and I'm not experiencing any ...
Kaeru's user avatar
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1 answer
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I am trying to implement a deterministic game after having read 1500 archers on a 28.8. The simulation uses fixed-point math and the client only sends commands to the server which sends back the ...
rafoo's user avatar
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I am trying to implement interpolation in client side. I store Vector2 position data recieved from server in a list and try to interpolate (x,y) from previous position to next position as data comes. ...
peonylast's user avatar
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1 answer
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I am working on an arcade-style 2D shmup and recently started implementing a replay system that allows players to view their runs of the game. I use the technique of recording input each ...
DyingIsFun's user avatar
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I am creating a networked game and having issues with keeping positions synced between multiple clients. Essentially what I have happening is one client's movement to replaying on another routed ...
Charlie's user avatar
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2 answers
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The old Unity 5.3 documentation said: Time.fixedDeltaTime The interval in seconds at which physics and other fixed frame rate updates (like MonoBehaviour's FixedUpdate) are performed. For reading the ...
Serg's user avatar
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18 votes
3 answers
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This is a very standard way of doing a fixed timestep game loop, where you just accumulate time from the previous frame and consume it in discrete steps with the physics engine: ...
Gavriil's user avatar
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There are a few similar posts, but they only deal with one of the three components I'm looking for, and none seem to handle the case of using a fixed step size (they're all about simulations which use ...
Raigan Burns's user avatar
4 votes
2 answers
4k views

I would think there should be an abundance of excellent articles answering this question, but my searches have come up completely empty. I am developing an embedded graphics engine on a ...
Connor Spangler's user avatar
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0 answers
192 views

I'm working on networking code for a social MMO (very low-intensity compared to an FPS) and have a question about fixed timestep. This answer does a good job of explaining the forward-dating part of ...
Archduke's user avatar
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My Task: I'm trying to replicate this virtual 3d creature evolution project. I'm using unity as my physics engine. Each limb part has a MonoBehaviour called an <...
Koby 27's user avatar
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I'm trying to build a game from scratch in Dart, similar to Minecraft. As far as I understood, there are two main functions in a general game loop: tick: a function that gets executed a fixed amount ...
Fabrizio's user avatar
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I have the following game loop: ...
Gavriil's user avatar
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1 answer
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In Fix Your Timestep, they briefly address the remainder time in relation to rendering. Saying that remainder can be used to generate an interpolated rendering. We can use this remainder value to ...
AaronLS's user avatar
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2 answers
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I've made a system which uses the ideas from "Fix your Time Step" in order update physics. I'm having trouble finding standard methods for dealing with this when user input affects player movement ...
Krupip's user avatar
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I am trying to learn how to move objects in Unity without using the built in features like AddForce etc. Some tutorials on Unity website (and other places) is where I have got most of my 'knowledge' ...
Big T Larrity's user avatar
4 votes
1 answer
870 views

I've been implementing a game loop with a fixed timestep which uses interpolation as described in the (legendary as I have come to find out as it is referenced in almost every post I have read trying ...
whitwhoa's user avatar
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0 answers
208 views

I currently implement my game loop using a variable fixed timestep, i.e. dt = 1 / monitor_refresh_rate with vsync (or pseudo vysnc with delays where vsync is ...
Edward Chamberlain's user avatar
1 vote
0 answers
117 views

I'm working on a multiplayer game which involves a huge amount of predictable AI enemies, and a few other players. The enemies are the most important to be accurate, because the game involves pixel ...
Stovoy's user avatar
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1 answer
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It takes too much processing power to do game logic on every rendered frame (60fps), so what if I made my game save frames? It would actually calculate important stuff 20 times a second, and the ...
clickbait's user avatar
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5 votes
1 answer
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For some time now i have no been able to pinpoint the nature of the rendering stutter shown above(by not clearing the screen, not using SwapBuffers and drawing only to the front buffer). See the big ...
user avatar
1 vote
1 answer
327 views

It sounds backwards, but it's the situation I'm currently trying to solve on my dedicated server. Everything I've read about fixed timestep assumed it was on a client, where you're already running in ...
Nairou's user avatar
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2 votes
0 answers
739 views

For example, Minecraft. It updates the gamestate at a rate of only 20/second. And from what I've read, these multiplayer games do the same with their network communication, sending updates at that ...
Nairou's user avatar
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2 votes
1 answer
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I'm developing a vehicle simulator game for mobile platforms. This vehicle has some hydraulic arms. I use hinge joints and configurable joints. There can be collisions to walls etc. When I set a low ...
Levent Alpsal's user avatar
2 votes
1 answer
419 views

I've made a game that has gameticks every 1/60 seconds. These gameticks take very little time to calculate (< 0.5 ms). The game is written in Javascript and uses requestAnimationFrame (rAF). rAF ...
usernumber's user avatar
1 vote
1 answer
1k views

Can someone say what is wrong with my code. I have custom timer implemented like this: ...
blablaalb's user avatar
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1 vote
1 answer
614 views

There are several questions and articles which deal with timestep - for example: Should game logic update per second or per frame? https://gafferongames.com/post/fix_your_timestep/ Accounting for ...
davidkomer's user avatar
2 votes
1 answer
435 views

Yesterday I wrote my first game loop with fixed timesteps. It is supposed to run every 50 ms, however it runs at 50-53 ms. Does it matter? I'm guessing no, but I figured I would ask anyway. ...
MrMeatballGuy's user avatar
3 votes
2 answers
5k views

I was thinking about games on low end machines or phones where the CPU would be limited. If I were to move all of my game logic into FixedUpdate() can I assume that ...
user3797758's user avatar
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87 votes
5 answers
25k views

There are dozens of articles, books and discussions out there on game loops. However, I pretty often come across something like this: ...
Sam's user avatar
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3 votes
2 answers
2k views

So far I have this implementation of "FYTS". However I am facing several problems. ...
Thomas Hartmann's user avatar
1 vote
1 answer
3k views

I am using libGDX and I have problems implementing the box2d fixed timestep with interpolation. This is my code: ...
Sharpirate's user avatar
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0 answers
260 views

I am trying to make my game smooth on low and high fps. Right now, it only runs smooth when I don't limit the framerate. If I run it at 60, then my sprite is noticeably "sluggish". I believe this ...
o.o's user avatar
  • 191
5 votes
2 answers
2k views

I've implemented a deterministic, fixed timestep system from here: http://gafferongames.com/game-physics/fix-your-timestep/ Everything works fine, output is the same with each step but there's one ...
Jacob's user avatar
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1 vote
2 answers
416 views

So I've read the famous article at http://www.koonsolo.com/news/dewitters-gameloop/comment-page-2/#comments which describes different methods of implementing a game loop. I've tried to implement the ...
TheMAAAN's user avatar
  • 111
6 votes
2 answers
2k views

I'm building a prototype for a fighting game (not vs, something like Final Fight). I'm trying to define the data for the player combo tree and had a look around looking for inspiration and have seen ...
Notbad's user avatar
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0 votes
2 answers
142 views

I want to update the rendering at 60fps, but the logic at some lower rate, say 15Hz. But if an object only moves when the game logic updates, then it would appear to stutter badly especially for lower ...
Anonymous Entity's user avatar
5 votes
1 answer
686 views

I've seen a lot of questions about this problem, but really no solution. Hopefully I can explain the issue well enough that I can get some sort of closure on this problem. I'm using a Fixed Time ...
ericjbasti's user avatar
1 vote
0 answers
90 views

I want to Inter, or perhaps, extrapolate the positions of gameentities on the client. Those positions are received from the Server. The vague updaterate of the server makes it difficult to implement. ...
InsOp's user avatar
  • 153
2 votes
1 answer
475 views

I'm trying to build a small networked game using WebGL and NodeJS. I have a basic client and server setup and I'm at the point where I'm trying to implement dead reckoning to simulate what happens on ...
user1157885's user avatar
0 votes
1 answer
99 views

If you use fixed time step and set it to for example 0.0166667 does it ever go up if the computer can't handle 60 updates/ticks per second?
user avatar
12 votes
4 answers
5k views

As far as I understand, most big games use fixed timestep to have a stable simulation. Regarding the game server, which "frame rate" do they impose? Or said it another way, what fixed timestep do ...
Fabio's user avatar
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1 vote
2 answers
1k views

The title says it all, but let me build more into the question: I suppose everyone by now knows the Fix Your Timestep article, and its proposal to free your physics engine steps from your rendering ...
Gustavo Maciel's user avatar
0 votes
0 answers
367 views

I have seen this question but it didn't solve the problem. I have followed the same steps as in this article. What I notice in my Android game is that my interpolation alpha (or fraction or ...
learner's user avatar
  • 103