nvm
Moderator: Coders of Rage
- dandymcgee
- ES Beta Backer
- Posts: 4709
- Joined: Tue Apr 29, 2008 3:24 pm
- Current Project: https://github.com/dbechrd/RicoTech
- Favorite Gaming Platforms: NES, Sega Genesis, PS2, PC
- Programming Language of Choice: C
- Location: San Francisco
- Contact:
Re: Fixed Timestep, Interpolation & 'Jitter'
I highly recommend the following reading:
http://www.koonsolo.com/news/dewitters-gameloop/
http://gafferongames.com/game-physics/f ... -timestep/
http://www.koonsolo.com/news/dewitters-gameloop/
http://gafferongames.com/game-physics/f ... -timestep/
Falco Girgis wrote:It is imperative that I can broadcast my narcissistic commit strings to the Twitter! Tweet Tweet, bitches!
Re: Fixed Timestep, Interpolation & 'Jitter'
Boss, I have read those. I understand the concept, I have implemented it carefully (I'm fairly certain). I'm asking about a weird problem that I've seen in similar implementations, not how to implement a fixed time step.
If you can see anything glaringly wrong please let me know, but otherwise the issue is why I cannot get perfectly smooth movement with interpolation when running at 60 fps without sync.
If you can see anything glaringly wrong please let me know, but otherwise the issue is why I cannot get perfectly smooth movement with interpolation when running at 60 fps without sync.