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1  Game Development / Articles & tutorials / Re: Game loops! on: 2012-03-12 19:47:31
first calculating the interpolation, then System.out it
2  Game Development / Articles & tutorials / Re: Game loops! on: 2012-03-11 15:37:33
OR there's something wrong with canvas/bufferedstrategy...
OR interpolation still, but when printing that I see no differences
3  Game Development / Articles & tutorials / Re: Game loops! on: 2012-03-11 12:14:14
New update: when I unlimit the FPS, I still get choppy spikes, which means there's some sort of inprecision in the tick management...
Please investigate Cheesy
4  Game Development / Articles & tutorials / Re: Game loops! on: 2012-03-08 19:42:42
This forums has serious issues with the EDIT button...

It's not the interpolation either
5  Game Development / Articles & tutorials / Re: Game loops! on: 2012-03-08 17:32:32
Didn't work, the weird thing is that when I print on render and tick, the output is:
tick
render
render
tick
render
render
tick...

So it should work, maybe there's a problem calculating the interpolation?
6  Game Development / Articles & tutorials / Re: Game loops! on: 2012-03-07 20:02:14
I have a new issue with the fixed timestep, it seems that for alot of computers the game is very choppy (game herz 30 with 60 fps)...
This happens on my desktop very rarely and I have a hard time finding the fix, anyone knowing about this?
7  Game Development / Articles & tutorials / Re: Game loops! on: 2012-03-06 09:49:35
If all drawing is one frame behind, don't you notice input lag?
8  Game Development / Articles & tutorials / Re: Game loops! on: 2012-03-05 21:08:42
I've noticed that the interpolation makes the ball example run smoother, but I fail to understand what the interpolotion value represents, can someone shed some light on this please?

EDIT: I figured out what it does, but this does not work when trying to smooth a character based on user-input right?
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