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Game speed isn't time independent #4

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Steve132 opened this issue Aug 30, 2021 · 3 comments
Open

Game speed isn't time independent #4

Steve132 opened this issue Aug 30, 2021 · 3 comments
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bug Something isn't working good first issue Good for newcomers

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@Steve132
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The game loop doesn't use a deltaTime parameter based on the current frametime, or a fixed FPS, either of which are necessary in order for the game's performance to be consistent.

On a high-end system the game loop is so fast it is completely unplayable.

@KarthikNedunchezhiyan
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Thanks for the report. Nice catch. This is indeed a problem to solve. Any implementation suggestions you have in mind?

@KarthikNedunchezhiyan KarthikNedunchezhiyan added bug Something isn't working good first issue Good for newcomers labels Aug 30, 2021
@Steve132
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There primary solution that is accepted in industry is you have a single float deltaTime which is the amount of time in seconds as a double-precision number since the last frame. Then, everywhere you do physics or movement calculations (such as position+=velocity) you instead do position+=velocity*deltaTime;

@KarthikNedunchezhiyan
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That's a good suggestion. I think this should fix the problem.

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Labels
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