I am trying to implement a fixed timestep loop so that the game refreshes at a constant rate. I found a great article at http://gafferongames.com/game-physics/fix-your-timestep/ but am having trouble translating that into my own 2d engine.
The specific place I am referring to is the function in the last part "The Final Touch" which is what most people recommend. This is his function:
double t = 0.0;
const double dt = 0.01;
double currentTime = hires_time_in_seconds();
double accumulator = 0.0;
State previous;
State current;
while ( !quit )
{
double newTime = time();
double frameTime = newTime - currentTime;
if ( frameTime > 0.25 )
frameTime = 0.25; // note: max frame time to avoid spiral of death
currentTime = newTime;
accumulator += frameTime;
while ( accumulator >= dt )
{
previousState = currentState;
integrate( currentState, t, dt );
t += dt;
accumulator -= dt;
}
const double alpha = accumulator / dt;
State state = currentState*alpha + previousState * ( 1.0 - alpha );
render( state );
}
For myself, I am just moving a player across the screen keeping track of an x and y location as well as velocity rather than doing calculus integration. **I am confused as to what I would apply to the updating of the player's location (dt or t?). Can someone break this down and explain it further?
The second part is the interpolation which I understand as the formula provided makes sense and I could simply interpolate between the current and previous x, y player positions.
Also, I realize I need to get a more accurate timer.
If you can get at least microsecond accuracy, try this:
long int start = 0, end = 0;
double delta = 0;
double ns = 1000000.0 / 60.0; // Syncs updates at 60 per second (59 - 61)
while (!quit) {
start = timeAsMicro();
delta+=(double)(start - end) / ns;
end = start;
while (delta >= 1.0) {
doUpdates();
delta-=1.0;
}
}
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