# How To Do Bullet Time Effect in Realtime

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does any body have an idea how to do the effect of bullet time "slowing down the action in the game in realtime" like the Max Payn effect talking here programming wise i belive there r many ways to do so but am not sure lets say - slowing the frame rate of the game but this will lead to bad user exprince so its not the same - lets all assume using OpenGL or DirectX & C++ - any tutorial links appreciated :)

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I am assuming you are updating based on a time stamp (some sort of delta time [dt]) -- for example, if we have the current velocity and the current acceleration, say 5 and 2 (in units) respectively, and we go into slow mo (say half time), then velocity and acceleration could then go to 2.5 and 1. The rate up update should remain the change, and as long as you keep the rendering the same and the input for the player the same, everything should move more slowly.

Just a thought.

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a good thought again somthing would be wrong even the player targting would be slow in a profissional game it looks like the targting (mouse movment lets say) is the as fast as the game and they add some effects like motion blurr to make u feel slower

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here is somthing i found
www.cs.ubc.ca/~krasic/cpsc538a-2005/ papers/net504-smed1.pdf

it talks about it in multiplayer gaming but gives a good idea too how to slow rendering

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It's as simple as reducing the time step, from real measurements to a fraction of that. Of course, you don;t have to apply the slow down to everything within the game. In max payne, you could pan the camera real quick in slo mo.

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You could increase the timestep if you use a delta-time system, and then obviously just multiply the things you want to go normal-speed by the inverse of your increment of the timestep.

For example, if you use a 1.5 second timestep rather than a 1 second timestep for your velocities (making it 50% slower), you obviously want to multiply everything that must go "normal speed" by 0.5. Cheap kludge, but it does the trick.

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