The choice between fixed and variable time steps in game development can significantly impact your game's behavior, performance, and complexity. Let's explore the pros and cons of each approach:
In a fixed time step system, the game updates at regular, predetermined intervals.
Pros:
Cons:
Here's a basic implementation of a fixed time step:
#include <SDL.h>
// 60 updates per second
const float FIXED_DT = 1.0f / 60.0f;
void update(float dt) {
// Game update logic here
}
void render() {
// Rendering logic here
}
int main() {
SDL_Init(SDL_INIT_VIDEO);
float accumulator = 0.0f;
Uint64 currentTime = SDL_GetTicks64();
while (true) {
Uint64 newTime = SDL_GetTicks64();
float frameTime = (newTime - currentTime) /
1000.0f;
currentTime = newTime;
accumulator += frameTime;
while (accumulator >= FIXED_DT) {
update(FIXED_DT);
accumulator -= FIXED_DT;
}
render();
}
SDL_Quit();
return 0;
}
In a variable time step system, the game updates based on the actual elapsed time between frames.
Pros:
Cons:
Here's a basic implementation of a variable time step:
#include <SDL.h>
void update(float dt) {
// Game update logic here
}
void render() {
// Rendering logic here
}
int main() {
SDL_Init(SDL_INIT_VIDEO);
Uint64 currentTime = SDL_GetTicks64();
while (true) {
Uint64 newTime = SDL_GetTicks64();
float dt = (newTime - currentTime) /
1000.0f;
currentTime = newTime;
update(dt);
render();
}
SDL_Quit();
return 0;
}
Some games use a hybrid approach, using fixed time steps for physics and gameplay logic, but variable time steps for animations and rendering. This can provide the benefits of both systems.
In conclusion, the choice between fixed and variable time steps depends on your game's specific requirements. Fixed time steps are often preferred for games requiring precise physics or deterministic behavior, while variable time steps can be beneficial for games that prioritize visual smoothness and efficiency on a wide range of hardware.
Answers to questions are automatically generated and may not have been reviewed.
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