Questions tagged [fixed-timestep]
The fixed-timestep tag has no summary.
82 questions
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Objects move with different speed on different devices
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 ...
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2
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173
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Calculating the time of day is inaccurate
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 ...
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0
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97
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Fixed timestep graphics jitter
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 ...
1
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1
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293
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Fixed timestep without cloning game state
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 ...
0
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1
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506
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Implementing a Fixed Time Step?
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 (...
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0
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97
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Physics interpolation given an asynchronous physics thread
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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1
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238
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Physics update frequency feasibility
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 ...
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1
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Do we need an ackowledgment packet in deterministic TCP multiplayer game?
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 ...
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189
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How do i correctly interpolate between 2 positions recieved from server?
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. ...
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1
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947
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How to make my Unity project deterministic for replays?
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 ...
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Sync issues with replaying movement
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 ...
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2
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6k
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Time.fixedDeltaTime & Time.deltaTime in Unity
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 ...
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3
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Fixed timestep game loop, why interpolation
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:
...
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1
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2k
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Calculating framerate-independent values, for linear, quadratic, and exponential functions
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 ...
4
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2
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How do fixed-point physics (engines) work?
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 ...