RE: [Algorithms] Game loop timings
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From: Dave 'Z. K. <Zo...@Re...> - 2005-04-01 23:16:41
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From: Tom Forsyth [mailto:tom...@ee...] >Fixed-time-increment _rendering_ is hard for the reasons Chuck mentioned. >But having your internal game state update at a fixed increment, or multiples >thereof, is not. A lot of games do it, and it removes a lot of problem with >reproducibility of results. Having your game change behaviour between debug and release, >or just by maving the camera, is not a good thing. The best example of this I can think of is the Quake engine games. If you had a low framerate, you could jump higher. The variable update quantization would cause rounding errors in the player movement code and when the error was compounded over multiple frames, you end up with a higher jump. This allowed people to essentially cheat in multiplayer since they could just limit their framerate and jump on a box other people couldn't. Every game I've worked on since Quake has used a fixed update rate, regardless of framerate. This isn't too bad on consoles, since you're locked at 60FPS for an NTSC signal anyway. But PC space has had some resistance, for example Doom3 is locked at a 60Hz update rate. People buying the latest GeForces don't see 200FPS in the corner and get confused. I'm completely sold on a fixed update rate. It just makes debugging and development easier. The only fun part was actually changing it to 50Hz for our PAL version. That actually exposed bugs since the player was moving a little further each frame. --Zoid zo...@re... |