Sign in to follow this  

FPS regulation / or / frame independant movement

This topic is 3848 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I am wondering which is more efficient, use FPS regulation, or using time based movement? I know how to use each, but have only used them in little test programs. As of right now I am using FPS regulation to get my game to run smoothly, but was wondering if I should use time based. I just thought I would ask because I noticed a lot of commercial Role Playing games use time based, Such as World of Warcraft, Warcraft 3, EQ, guild wars, etc.

Share this post


Link to post
Share on other sites
Time-based is the only sensible option, as far as I'm concerned. You can't guarentee the game will run at the same frame-rate on all computers. Never, ever use your frame rate to dictate the speed your game logic runs at.

Share this post


Link to post
Share on other sites
I'm pretty sure that for accurate physics you need a fixed time step update for your physics engine. IIRC I've seen Christer Ericson post something like that before...

That just means that your render loop is free to update as happily and quickly as it wants to but your simulation is actual time-gated for accuracy. the render engine can just interpolate based on the last known good physics state... or something.

-me

Share this post


Link to post
Share on other sites

This topic is 3848 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this