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Offline delt0r

JGO Coder


Medals: 19


Computers can do that?


« Reply #30 - Posted 2012-10-19 10:28:12 »

Turning off delta is sort of easy to do.

[edit to fix typo]

I have no special talents. I am only passionately curious.--Albert Einstein
Offline deathpat
« Reply #31 - Posted 2012-10-19 11:19:19 »

I'm using delta timing for Daedalus, and so far I had no issues reported ... ( I cross my fingers Smiley )

work in progress : D A E D A L U S
Offline kappa
« League of Dukes »

JGO Kernel


Medals: 51
Projects: 15


★★★★★


« Reply #32 - Posted 2012-10-19 11:37:08 »

Delta time is used in many commercial games, so not really fair to imply you'll only make money when not using it Smiley

In fact in some use cases using delta time is more simple and flexible than a fixed rate.

Also the problem of large delta's (e.g. collision detection failures due to sudden large movements) can easily be fixed by simply capping delta values.

Both approaches have their pro's and con's.
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Offline princec
« League of Dukes »

JGO Kernel


Medals: 196
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Eh? Who? What? ... Me?


« Reply #33 - Posted 2012-10-19 11:46:17 »

Daedelus is sort of a special case, being essentially Quake3 but top-down. I bet it's a lot more complicated than the thing we're working on Smiley

Anyway - anyone who says delta will smooth your game out is utterly, utterly wrong. The brain's perception of delta timing is that it does exactly the opposite.

Cas Smiley

Offline Roquen

JGO Ninja


Medals: 66



« Reply #34 - Posted 2012-10-19 11:54:43 »

Fine, we shall both sit atop our huge mounds of cash from making games, and throw projectiles at each other. Though due to latency and random timing errors your projectiles will somehow warp right through me, and mine will knock you off  Cool

Cas Smiley
Nuh uh! Not if my super awesome coding skills make my code absolutely perfect with almost non-existent timing errors that are corrected eventually! Mwahahahahahaha *throws project at Cas*
Then the reality of numeric integration & changing motion equations kick in.

Quote
In fact in some use cases using delta time is more simple and flexible than a fixed rate.
An example?  (Other than sub-dividing a fixed rate)
Offline kappa
« League of Dukes »

JGO Kernel


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Projects: 15


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« Reply #35 - Posted 2012-10-19 13:20:46 »

Should I interpolate in the render? update? neither?
There is a nice list of tutorials/articles here that explain various ways to do game loops and time stepping.
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