For this weekâ€™s Thousander Club update:
Game Hours: 211.75 / 1000
Game Ideas: 445 / 1000
I spent a few hours looking into various ways to implement frame-rate independent movement for my Pong clone. Yes, I am still dedicating time to it. I had discussed the topic with William Willing as well as Troy Hepfner of My Game Company. I even looked into my copy of “Game Programming Gems” since I knew it had four interpolation methods described, two of which are frame-rate independent.
William had pointed me to a thread on the Indie Gamer forums discussing the various methods. Some of it was hard to get my head around, but in the end I decided that I would look into interpolating with delta time…
…and sure enough, I checked and found that I had already gone this route before. Over a year ago I was working on Oracle’s Eye and tackled this problem, and I basically came to the same conclusion, which I describe in a previous post. The good news is that I am much more familiar with what is needed, and my solution can be implemented in a much better way. Last time, I think I had done something incorrectly, and the animation wasn’t very smooth anyway.
William had actually gone through the trouble of coding up some implementations for the various methods. I found his code useful to read through, and I think would make a good resource for others. How about it, William? Feel like posting the code? B-)