Search found 6 matches
- Sat Sep 07, 2013 7:07 pm
- Forum: Support and Development
- Topic: Fixed Timestep with Interpolation
- Replies: 11
- Views: 7974
Re: Fixed Timestep with Interpolation
I solved this. Thanks.
- Sat Sep 07, 2013 5:09 pm
- Forum: Support and Development
- Topic: Fixed Timestep with Interpolation
- Replies: 11
- Views: 7974
Re: Fixed Timestep with Interpolation
That's right - you shouldn't. So that's completely out of question. All it gives you is slightly simplier programming, and that's it. It's a false claim that it gets you better physics, too. It's good for newbs who can't get into deeper details, but overall, it's a mess and in reality it doesn't wo...
- Sat Sep 07, 2013 4:55 pm
- Forum: Support and Development
- Topic: Fixed Timestep with Interpolation
- Replies: 11
- Views: 7974
Re: Fixed Timestep with Interpolation
Minor detail: don't call love.draw() in love.update(). They're both callbacks. Also, why don't you simply multiply speed by dt instead of mucking about with semi-fixed timesteps? Thanks. I'll fix that. Because I want to experiment. Because other software I am familiar with uses fixed timesteps. Bec...
- Sat Sep 07, 2013 4:08 pm
- Forum: Support and Development
- Topic: Fixed Timestep with Interpolation
- Replies: 11
- Views: 7974
Re: Fixed Timestep with Interpolation
As I said, rewrite the love.run function. What I really suggest is to avoid using "fixed" timestep approach. I enquote it because no matter how hard you try, you can't get it really fixed, due to many many factors. Fixed timestep anyway is a simplification of dynamic timestep, a tradeoff ...
- Sat Sep 07, 2013 4:00 pm
- Forum: Support and Development
- Topic: Fixed Timestep with Interpolation
- Replies: 11
- Views: 7974
Re: Fixed Timestep with Interpolation
Well, duh. Obviously my implementation is incorrect. How should I go about fixing it?raidho36 wrote:That's because you're doing it wrong. You should re-write love.run function rather than tamper with it's workflow.
- Sat Sep 07, 2013 3:42 pm
- Forum: Support and Development
- Topic: Fixed Timestep with Interpolation
- Replies: 11
- Views: 7974
Fixed Timestep with Interpolation
I'm trying to fix my time step and use interpolation to correct the visual stuttering, and although this is leaps better than my first attempts, it's still not perfect. I'm updating the game at 30 ticks per second. I know, for example, that GameMaker can run games at 30 ticks per second and doesn't ...