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TeraZen

Smoooth question!

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Hi, I just finished a 2D Engine using Time-Based modeling. I want to know if it''s normal that Time-Based animation is not as smooth as a simple position increment per frame (I mean, adding 1 pixel to sprite position each frame). It seems to "blink", but it''s pretty good anyway. Just want to be reassured. Regards TeraZen [Order of the Arvida Hand] [Last of the Returners]

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Even if it looks unrelated, anti-aliasing helps a lot in making movement smooth (because it allows advancing a non-integer number of pixels).

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Guest Anonymous Poster
Can u guys tell me what is anti-aliasing? Btw I''m using directdraw...

And what you mean by "accumulation buffer"? I''m currently using a float to store Sprite Position, and round it when needed. My sprite position is:

position = position + ElapsedTime * Velocity

Is that what you mean?

Thanks!

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Make sure you get the elapsed time with high-precision timers (see my sweet snippet from ages ago on frame-rate independent motion) and not with timeGetTime. timeGetTime is in milliseconds but is really only accurate to 30-50 or so milliseconds (not enough for high frame rates to work well).



~BenDilts( void );

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Yup... I''m using QueryPerformanceCounter

But I really want to know: What is anti-aliasing with DirectDraw?

Regards

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