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Fixed Timestep Without Interpolation


Temp render tick as a simple interpolation alternative for singleplayer games with fixed timestep ticks

Even if your language can do a deep copy of an object which holds the game state, the individual allocations could take a long time or it could make the GC sad. The regular interpolation looks smooth but it’s a bit delayed (the “onion skinning” shows the current game state drawn as green, previous as red): This isn’t related to the main topic of this post, because it applies to any kind of gameplay where the timestep is fixed (it doesn’t matter whether you use prediction or interpolation).

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Photo of Interpolation

Interpolation

Photo of Fixed Timestep

Fixed Timestep