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PocketMatrix • View topic - time synchronized movement
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time synchronized movement


time synchronized movement

Postby Cardinal » Sep 21, 2007 @ 7:03pm

Cardinal
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Postby Dan East » Sep 22, 2007 @ 12:58am

I almost use milliseconds (1/1024th of a second to be exact).

So if velocity is in units per second, and delta time is an integer representing (almost) milliseconds duration of the frame:

pos += (velocity * delta_time) >> 10;

Now I don't care about the .024 loss of precision per second, so I use actual milliseconds (1/1000th) for delta_time (GetTickCount()). If that is a problem for you (maybe due to video / audio timing or something that must be properly synchronized) then you can adjust delta_time just once each frame to represent 1/1024 of a second.

Also, each frame you need to check to see if delta_time is zero. If your game runs really fast, or is on fast hardware, you can have issues with that. If delta_time is zero I just sleep for a couple milliseconds and start the frame over. That will make a massive difference with battery life if your game is not using 100% of the CPU.

Dan East
Last edited by Dan East on Sep 22, 2007 @ 1:50am, edited 1 time in total.
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Postby Cardinal » Sep 22, 2007 @ 1:46am

Hmm that seems to make more sense than the way I was doing it!

I'm going to have to experiment some more!
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