All Questions
Tagged with frame-rate movement
12 questions
1
vote
1
answer
827
views
Simulating movement input in server-side, with different tick rates
I'm designing a simple MMO game server with the help of ENet (reliable UDP library) and the Godot engine for client-side. I've read tons of articles, guides, stack exchanges questions regarding ...
0
votes
0
answers
189
views
How to implement framerate-independent acceleration depending on current velocity
For my client/server application, I've implemented framerate-independent acceleration like this.
Now I've advanced my formula to be using the current velocity of the moving object to calculate the ...
2
votes
1
answer
256
views
What's causing this stutter when framerate fluctuates?
I'm working on a class responsible for arm sway in an fps engine, and am having an issue with a stutter that appears to be related to fluctuating framerate. However I have also noticed it when locking ...
1
vote
1
answer
1k
views
Calculating framerate-independent values, for linear, quadratic, and exponential functions
There are a few similar posts, but they only deal with one of the three components I'm looking for, and none seem to handle the case of using a fixed step size (they're all about simulations which use ...
0
votes
1
answer
118
views
Is Updating Sprite/Entity Movement Using Framerate Necessary?
Apologies if this is a dumb question I'm still new to this, but I'm trying to understand if calculations of sprite movements/hitboxes/etc. is necessary or is generally better than just using fixed ...
1
vote
1
answer
352
views
Converting Frame-Dependent Movement to Frame-Independent
I fine-tuned some movement physics for a 2D platformer in a frame-dependent manner and now I want to convert them to frame-independent.
I though this would be as easy as multiplying a few things by ...
0
votes
1
answer
2k
views
Frame-rate independant movement with acceleration
First of all, this is different to this question, because that question doesn't update entities the same way I am.
My update loop goes something like this (for the player):
Apply acceleration based ...
13
votes
2
answers
8k
views
Movement appears to be frame rate dependent, despite use of Time.deltaTime
I have the following code to calculate the translation required to move a game object in Unity, which is called in LateUpdate. From what I understand, my use of <...
1
vote
2
answers
1k
views
Framerate dependent movement
I'm moving my character controller using Euler integration like this:
...
4
votes
1
answer
240
views
Time critical events based on framerate
Problem Description
Basically, I've made a "programming game" in which I've made my own scripting language. It is a completely standard Lunar Lander game, though instead of directly controlling the ...
4
votes
4
answers
775
views
Can a high FPS negatively affect how a program runs?
Yeah I know this is a broad question and will get down rated, I'm just hoping for some answer before it gets closed.
Anyway, I'm using Slick 2D/Java to play around with graphics. I'm having some ...
3
votes
1
answer
2k
views
Frame independent acceleration
To make my game fps independent I move entities with
pos += speed * time
where time is the delta time since last frame.
That works perfectly well with speed but ...