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shmup-dev | forum - View topic - tick or time based game loop?

tick or time based game loop?

This forum is for discussing shmup development, tools, engines and techniques.
Posts: 2
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tick or time based game loop?

Postby clay » Mon Jul 29, 2013 5:03 am


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Posts: 34
Joined: Sun Jul 29, 2012 4:44 pm

Re: tick or time based game loop?

Postby kdmiller3 » Tue Jul 30, 2013 12:21 am

I prefer a time-based system with fixed simulation update frequency and visual interpolation (as seen in ) with speeds measured in in distance units per second (be they meters or pixels or whatever). It's a very general approach that can be overkill for simple arcade-style games but can get you a lot of neat benefits. (In particular, you can speed up or slow down time without affecting your simulation.)

Since the time step used by the simulation is constant, you can do input recordings and playback just as easily as with tick-based simulation.

(This approach is ultimately the same as the tick-based approach but hides the tick-based nature from the underlying game logic.)

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Joined: Sun Jul 28, 2013 7:02 pm

Re: tick or time based game loop?

Postby clay » Tue Jul 30, 2013 5:26 am


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Posts: 34
Joined: Sun Jul 29, 2012 4:44 pm

Re: tick or time based game loop?

Postby kdmiller3 » Tue Jul 30, 2013 3:35 pm

You can avoid the spiral of death by capping the number of updates per frame. Simulated time will slow down but the frame rate won't take a dive. I don't think you'll have to worry about it. :)

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Joined: Wed May 22, 2013 6:16 am

Re: tick or time based game loop?

Postby moechofe » Tue Aug 06, 2013 12:14 pm

I'm using a frame based loop. When a player got a low frame rate or if the A.I. decides to reduce the FPS of the game, the speed of all ships and bullets are updated in the same way.

Also, this insure that no frames would be skipped.

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