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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.
The text was updated successfully, but these errors were encountered:
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;
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.
The text was updated successfully, but these errors were encountered: