Posted September 16, 2019
Important stuff in bold.
Perhaps its because I'm not from a english speaking country, but doesn't "but to make things move around at a (relatively) constant rate..." and the term "stabilize" imply a similar thing? never mind I took it the wrong way.
And while delta-timing did fix my issue with "things moving too fast at high FPS" though back when I made a tiny game as a hobbyist project (written in python, perhaps thats important), the issue could be because of something else so it was maybe a placebo effect?
At any case, I won't edit the comment to remove the link since it might still be interesting to some but thanks for telling me.
EDIT: I remember it now, I indeed used something like delta-time to normalize the speed of an entity in accordance to the framerate and not to "keep the framerate under a certain threshhold" so to speak. But beside that, I've played quite many older games that had a way to keep their framerate below a certain threshold so even if there wasn't anything on screen the game didn't run faster compared to stuff happening.
In fact, the only game that I remember that didn't do that is Magic Carpet, which ran way too fast if you looked up in the sky. Does that issue have something to do with "delta-timing" (as you said, this delta mechanism is what causes the issue), so to speak?
clarry: I don't know if you read the wikipedia article you linked, but what it describes is not a way to stabilize the framerate but to make things move around at a (relatively) constant rate in the face of unstable framerate.
And this mechanism is precisely what leads to rounding errors when framerate is too high (i.e. delta becomes very small and significant digits vanish from the calculations).
Ahhh gotcha, I thought the thread was about that but I took it the wrong way. Thanks for telling me :)! And this mechanism is precisely what leads to rounding errors when framerate is too high (i.e. delta becomes very small and significant digits vanish from the calculations).
Perhaps its because I'm not from a english speaking country, but doesn't "but to make things move around at a (relatively) constant rate..." and the term "stabilize" imply a similar thing? never mind I took it the wrong way.
And while delta-timing did fix my issue with "things moving too fast at high FPS" though back when I made a tiny game as a hobbyist project (written in python, perhaps thats important), the issue could be because of something else so it was maybe a placebo effect?
At any case, I won't edit the comment to remove the link since it might still be interesting to some but thanks for telling me.
EDIT: I remember it now, I indeed used something like delta-time to normalize the speed of an entity in accordance to the framerate and not to "keep the framerate under a certain threshhold" so to speak. But beside that, I've played quite many older games that had a way to keep their framerate below a certain threshold so even if there wasn't anything on screen the game didn't run faster compared to stuff happening.
In fact, the only game that I remember that didn't do that is Magic Carpet, which ran way too fast if you looked up in the sky. Does that issue have something to do with "delta-timing" (as you said, this delta mechanism is what causes the issue), so to speak?
Post edited September 16, 2019 by Dray2k