原文:https://gafferongames.com/post/fix_your_timestep/这篇文章主要说了:怎么正确的实现一个 固定时常的Tick方式,有些类似于unity的 fixedupdate的实现。实现方式:1.时间的累计,并且一帧可能会执行多次 fixedTick 2.针对Render渲染帧,进行时间的插值,确保和fixedTick里的逻辑同步。
The benefit of this approach is that we now have an upper bound on delta time. It’s never larger than this value because if it is we subdivide the timestep. The disadvantage is that we’re now taking multiple steps per-display update including one additional step to consume any the rema...
What Every Programmer Needs To Know About Game Networking Reliability and Congestion Avoidance over UDP Virtual Connection over UDP Sending and Receiving Packets UDP vs. TCP Networked Physics (2004) Spring Physics Physics in 3D Fix Your Timestep! Integration Basics...
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a floating point time in seconds value with every input rpc sent. The server keeps track of the current time on the server and ignores any input received with a time value less than the current time. This effectively drops any input that is received out of order. Lost packets are ignored...