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Questions tagged [deltatime]

1 vote
1 answer
100 views

Objects move with different speed on different devices

I was making a 2d top-down game, but when I tested it on two devices (Samsung M31 and Samsung S25) there was a problem with player speed - it was faster on S25 and slower on M31. I tried using some ...
andrew's user avatar
  • 31
0 votes
0 answers
90 views

How can I accurately calculate deltatime in SDL2/3?

I have looked up ways to calculate DeltaTime in the past, but the 'solutions' seem to have my program be slightly jittery or not move things correctly. As far as I know, you would calculate it by ...
Moss's user avatar
  • 1
0 votes
0 answers
54 views

What are some methods of adding smooth, frame indpendent, camera recoil/punch?

I've run into a bit of a brick wall on this topic. I've only been able to achieve either only frame independent recoil, or smooth recoil. But not the other. I think the main source of the problem is ...
Pen's user avatar
  • 13
2 votes
1 answer
275 views

What kind of delta time system is better?

I'm implementing a timestep system and my code currently looks like this (C#, but that's irrelevant to the question): ...
SK19's user avatar
  • 123
1 vote
2 answers
126 views

Inconsistent Movement Behaviour between built Game and Playmode

I'm using a simple MonoBehaviour that causes GameObjects to change their position based on a ...
DemonicTree's user avatar
0 votes
0 answers
146 views

delta_time with the new move_and_collide() function in GameMaker

Is this implementation of delta time in recent Game Maker reliable? var dt = delta_time / 1000000 move_and_collide(spd_h * dt, spd_v * dt,obj_world.solid_tiles); ...
Bernardo Becker's user avatar
0 votes
0 answers
91 views

custom metronome is not consistent

In Unity 2022.3.12f1, I made a metronome. Here is a minimal working example: ...
jules's user avatar
  • 1
0 votes
0 answers
99 views

How to calculate velocity based on force at an angle

I have a 2D top-down jetboat that is moving (has a x, y velocity). I apply the velocity by multiplying against the delta time <...
fresh's user avatar
  • 1
1 vote
1 answer
353 views

How to pause or slow down/speed up Time.deltaTime when it is inside the Update() method?

My player is able to dive for a limited amount of seconds (let's say 10 seconds) while swimming. When he's not diving his breath gauge fills up again to a max of 10 seconds: ...
Tomo's user avatar
  • 133
1 vote
1 answer
110 views

What if I use delta time to just regulate framerate but not individual entities?

What if, instead of multiplying all my values that change each frame by delta time, I just increased one number in increments multiplied by delta time, and used that number to advance to the next ...
biscuit's user avatar
  • 13
1 vote
1 answer
115 views

Character walks too fast when browser's hardware acceleration is turned off

I have posted a project on itch.io (here). My character walks with the speed I intended when Chrome's hardware acceleration is turned on but walks much faster when it is turned off. First, my friend ...
vmrfreitas's user avatar
1 vote
0 answers
214 views

What is deltaTime calculated between?

I watched a recent YouTube video about deltaTime and at around 3:50 the author talks about how it is calculated. He goes on to claim that it is NOT The time elapsed between the frame currently being ...
Vilx-'s user avatar
  • 177
0 votes
3 answers
505 views

Coroutine delay isn't consistent on different framerates

My problem: I am using a coroutine to add a typewriter effect to my texts, but the delay (using yield return new WaitForSeconds();) isn't consistent on different ...
DemonicTree's user avatar
0 votes
1 answer
390 views

Frame duration varies by a millisecond every few frames

When I run the program at 60 fps, I get 0.016 seconds per frame most of the time, then 0.017 s once every few frames. A similar thing happens for 30 fps, varying between 0.033 and 0.034 seconds per ...
Domonicx's user avatar
1 vote
0 answers
135 views

Variable Timestepping & Unexpected Jerkiness/Stutter in a Simple Test Case Scenario

I have been bashing my head of an extremely simple case in my C++ game and would like some help. I have been researching about game loops, variable & fixed timestepping, rendering interpolation, ...
desade's user avatar
  • 19

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