3 ms·
For a text scroller I once made this didn't work out well. A motion of constant velocity manifests worse jitters with a fixed timestep (if timestep * velocity >
by jstimpfle 10y ago
For a text scroller I once made this didn't work out well. A motion of constant velocity manifests worse jitters with a fixed timestep (if timestep * velocity > 1px).
But scrolling text is a very special use case (and not physics) and probably nobody should want to scroll text at 60Hz/100dpi/arbitrary velocity...
- Strilanc 10y agoOne way to avoid that problem is to use interpolation between two frames computed by the physics engine.
- JoshTriplett 10y agoThat can work, but take care to avoid making the controls feel laggy in that case: if the player feels like their input doesn't immediately take effect, such as because the input gets processed on a physics timestep but the player character kept moving through interpolation, the controls can feel "floaty".