3 ms·
This is why delta time accumulator is preferred over using clocks, something like this would be best: float accum = 0; while (running) { poll_i
by diath 6mo ago
This is why delta time accumulator is preferred over using clocks, something like this would be best:
float accum = 0;
while (running) {
poll_input();
poll_network();
accum += delta_time;
while (accum >= tick_time) {
accum -= tick_time;
update_ui(tick_time);
update_anims(tick_time);
if (!paused) {
update_entities(tick_time);
}
}
render();
}
- setr 6mo agothe notion of using time directly in gamedev has always confused me; it feels like the correct answer should be to simply have a notion of turns, and a real-time game simply iterates over turns automatically. And then so many turns are executed per second It's a simulation; why should clock time be involved to begin with? The only things that should care about clock time are those that exist outside the sim, e.g audio
- maxbond 6mo agoSimulation can proceed in logical time but animation is necessarily tied to wall clock time in order to be perceived as smooth and consistent by a human viewer.
- setr 6mo agoIn that case, animation belongs to the same category as audio — it exists outside the simulation state. But I’m not 100% that’s even true; in the context of replay, I imagine it’d be more appropriately part of the sim for it to scrub properly. In the context of networked games with client-side prediction, I think it’d probably be key frames tied to logical time and intermediate frames tied to wallclock
- usea 6mo agoThat's exactly how I do it. Makes the most sense to me.
- AlienRobot 6mo agoThis gets bugged if it takes longer than one tick to run an iteration of game loop. Afaik the typical solution is to have a maximum number of iterations that you'll run and reset accum if it exceeds that.