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To understand what is going on consider a situation where the display framerate is 60fps and the physics is running at 50fps. There is no nice multiple so the accumulator causes the simulation to alternate between mostly taking one and occasionally two physics steps per-frame when the remainders “accumulate” above dt.Now consider that in general all render frames will have some small remainder of frame time left in the accumulator that cannot be simulated because it is less than dt. What this means is that we’re displaying the state of the physics simulation at a time value slightly different from the render time. This causes a subtle but visually unpleasant stuttering of the physics simulation on the screen known as temporal aliasing.One solution is to interpolate between the previous and current physics state based on how much time is left in the accumulator
I was showing my FPS in command prompt but I was clearing it using system("CLS")
I have had non smooth movement issues unitl I implemented the idea explained in this brilliant article: http://gafferongames.com/game-physics/fix-your-timestep/One notable step is explained there in the section "The final touch".