I am continuing work on a 'space shooter' game in SFML 2.0, and everything is going well. The question I have pertains to changing the sprite's position using velocity along the 'x' axis (velX) and velocity along the 'y' axis (velY). Assuming each variable is set to a constant value of 5, the sprite will "skip" pixels until it reaches a new destination equal to its current position plus 5 per game cycle.
This creates a rough effect, as the sprite apparently jumps from one position along a diagonal line to the next. Is there a way to have the game loop render all the "missing" frames between the sprite's old position and its new destination? This is mostly a cosmetic concern. The current method looks okay ... I just want to see if there is a "smoother" way of rendering the sprite's position change.
Edited by neomaycry, 18 July 2013 - 06:59 PM.