Search found 8 matches

by Bryant
Mon Oct 03, 2011 10:42 pm
Forum: Support and Development
Topic: Stuttering & Fixed Timesteps
Replies: 31
Views: 24865

Re: Stuttering & Fixed Timesteps

A friend of mine gave me another technique to try out. It's not a true fixed timestep update loop, so it might not work for my situation. But it produces relatively smooth, jitter-free movement. It's still not perfect, but it seems to produce, at least for me, smoother results than previous update l...
by Bryant
Fri Sep 30, 2011 6:47 pm
Forum: Support and Development
Topic: How to View print()-ed stuff.
Replies: 11
Views: 6674

Re: How to View print()-ed stuff.

Oooh, that works! Thanks anjo! :)
by Bryant
Fri Sep 30, 2011 8:50 am
Forum: Support and Development
Topic: How to View print()-ed stuff.
Replies: 11
Views: 6674

Re: How to View print()-ed stuff.

I'm on OS X and I'm not seeing any output when I call print() :( Is there a particular way that you run your programs through the terminal? I've been using open -n -a love "MyApp" (not sure what the -n and -a are doing...). Have you tried love MyApp ? (or love . if you're in the same dire...
by Bryant
Fri Sep 30, 2011 7:54 am
Forum: Support and Development
Topic: How to View print()-ed stuff.
Replies: 11
Views: 6674

Re: How to View print()-ed stuff.

I'm on OS X and I'm not seeing any output when I call print() :( Is there a particular way that you run your programs through the terminal? I've been using open -n -a love "MyApp" (not sure what the -n and -a are doing...).
by Bryant
Thu Sep 29, 2011 11:45 pm
Forum: Support and Development
Topic: Stuttering & Fixed Timesteps
Replies: 31
Views: 24865

Re: Stuttering & Fixed Timesteps

Ha, good points Taehl. I've only ever worked with variable timesteps before, so I'm learning about this topic as I go along :) One of the XNA developers summed up the "Fix Your Timestep" article in a way I found helpful: A few games use a hybrid approach (as in the link that was posted abo...
by Bryant
Thu Sep 29, 2011 10:32 pm
Forum: Support and Development
Topic: Stuttering & Fixed Timesteps
Replies: 31
Views: 24865

Re: Stuttering & Fixed Timesteps

Thanks for all the great responses! slime -- A fixed update loop with a variable framerate is exactly what I'm looking for. I'll try rewriting love.run() with the accumulator method. But interpolating any "leftover" time in the draw() function is where I get confused (in the "Fix Your...
by Bryant
Thu Sep 29, 2011 5:56 am
Forum: Support and Development
Topic: Stuttering & Fixed Timesteps
Replies: 31
Views: 24865

Re: Stuttering

I agree that the accumulator is weird :) But what other option is there for games that require a high level of precision like a competitive fighting game or a rhythm game? In those cases a single frame makes all the difference, and a variable timestep won't suffice.
by Bryant
Thu Sep 29, 2011 5:37 am
Forum: Support and Development
Topic: Stuttering & Fixed Timesteps
Replies: 31
Views: 24865

Stuttering & Fixed Timesteps

Hey everyone :) I'm new to LÖVE and Lua, and I've been messing around with the examples you've all posted online. The level of community support this framework has is refreshing :) I created a simple project that features a box you can move around with the arrow keys. I'm noticing, however, that the...