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Questions tagged [deltatime]

0 votes
0 answers
37 views

I'm trying to create a 2D side-scrolling player controller like in Terraria, but I can't get the delta time right. If I set my laptop's mode to battery saver, my character jitters (from dt jitters), ...
Acerx.AMJ's user avatar
2 votes
4 answers
247 views

So I was implementing deltatime adjustment into a game when I thought of this problem. Consider a control case, with no adjustment for framerate: Here, our character jumps up to a max height of 12.5 ...
Sad Robot's user avatar
1 vote
1 answer
107 views

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
  • 31
0 votes
0 answers
109 views

I have looked up ways to calculate DeltaTime in the past, but the 'solutions' seem to have my program be slightly jittery or not move things correctly. As far as I know, you would calculate it by ...
Moss's user avatar
  • 1
0 votes
0 answers
54 views

I've run into a bit of a brick wall on this topic. I've only been able to achieve either only frame independent recoil, or smooth recoil. But not the other. I think the main source of the problem is ...
Pen's user avatar
  • 13
2 votes
1 answer
302 views

I'm implementing a timestep system and my code currently looks like this (C#, but that's irrelevant to the question): ...
SK19's user avatar
  • 123
1 vote
2 answers
137 views

I'm using a simple MonoBehaviour that causes GameObjects to change their position based on a ...
DemonicTree's user avatar
0 votes
0 answers
146 views

Is this implementation of delta time in recent Game Maker reliable? var dt = delta_time / 1000000 move_and_collide(spd_h * dt, spd_v * dt,obj_world.solid_tiles); ...
Bernardo Becker's user avatar
0 votes
0 answers
91 views

In Unity 2022.3.12f1, I made a metronome. Here is a minimal working example: ...
jules's user avatar
  • 1
0 votes
0 answers
99 views

I have a 2D top-down jetboat that is moving (has a x, y velocity). I apply the velocity by multiplying against the delta time <...
fresh's user avatar
  • 1
1 vote
1 answer
375 views

My player is able to dive for a limited amount of seconds (let's say 10 seconds) while swimming. When he's not diving his breath gauge fills up again to a max of 10 seconds: ...
Tomo's user avatar
  • 133
1 vote
1 answer
117 views

What if, instead of multiplying all my values that change each frame by delta time, I just increased one number in increments multiplied by delta time, and used that number to advance to the next ...
biscuit's user avatar
  • 13
1 vote
1 answer
116 views

I have posted a project on itch.io (here). My character walks with the speed I intended when Chrome's hardware acceleration is turned on but walks much faster when it is turned off. First, my friend ...
vmrfreitas's user avatar
1 vote
0 answers
216 views

I watched a recent YouTube video about deltaTime and at around 3:50 the author talks about how it is calculated. He goes on to claim that it is NOT The time elapsed between the frame currently being ...
Vilx-'s user avatar
  • 177
0 votes
3 answers
525 views

My problem: I am using a coroutine to add a typewriter effect to my texts, but the delay (using yield return new WaitForSeconds();) isn't consistent on different ...
DemonicTree's user avatar

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