Search found 10 matches

by RedToasty
Mon May 07, 2018 9:12 am
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 26
Views: 1777

Re: Deterministic fixed-point port, open source

Thanks for the feedback Norbo. For a bit of perspective, I work in a mobile studio so I end up targeting a huge mash of CPU types, hence the interest in the fixed point determinism. I'm keen to have a play with networking some games you wouldn't normally associate with deterministic rollback network...
by RedToasty
Fri May 04, 2018 4:40 pm
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 26
Views: 1777

Re: Deterministic fixed-point port, open source

Ugh, as I'd thought the error was indeed in my own code. The code updating the positions of the rendered meshes was being called less than the updates were being run. I'll get back to adding graphical representations of the shapes and start porting some demos across :)
by RedToasty
Fri May 04, 2018 4:13 pm
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 26
Views: 1777

Re: Deterministic fixed-point port, open source

I had balls rolling down a long slope, accelerating (a longer slope than the current scene). They'd occasionally do a little hop that I wouldn't see with floats. It could just be confirmation bias on what I was assuming I'll see, I'll give it a much better investigation tonight, as well as recreatin...
by RedToasty
Fri May 04, 2018 1:17 pm
Forum: General
Topic: Deterministic fixed-point port, open source
Replies: 26
Views: 1777

Re: Deterministic fixed-point port, open source

I forked and stuck it in a Unity project (2017.4.1f1), along with a simple test scene to compare with the Unity inbuilt physics. I'll keep adding bindings for all the primitive types, compound objects and expose a load more values. It's definitely interesting and the performance looks fantastic, I'm...
by RedToasty
Wed Sep 19, 2012 7:49 pm
Forum: Questions and Help
Topic: Unstable framerates and cars?
Replies: 7
Views: 1544

Re: Unstable framerates and cars?

I shifted all the camera code to the cars Render, just before I draw and removed the linear interpolation on the translation, it's now just a fixed distance for the moment. It's all smooth! Big apologies for my "I know that's rubbish, but I'll fix it later" camera code being at fault. On the plus si...
by RedToasty
Wed Sep 19, 2012 7:10 pm
Forum: Questions and Help
Topic: Unstable framerates and cars?
Replies: 7
Views: 1544

Re: Unstable framerates and cars?

Extrapolation, which attempts to guess at a not-yet simulated state, is not used by the engine. Interpolation uses the last two known states to compute an intermediate state between those two last known states. Ah thanks :) I did end up with very similar looking results to what happened with interp...
by RedToasty
Wed Sep 19, 2012 9:23 am
Forum: Questions and Help
Topic: Unstable framerates and cars?
Replies: 7
Views: 1544

Re: Unstable framerates and cars?

Interestingly I got worse results with interpolated states, I'm not too sure why, I'm going to set up a simple car + ground plane + sleep() and see if I can replicate it on all systems. The stuttering is in a straight line which should be and ideal case for them. I simply turned on the flag, then sw...
by RedToasty
Tue Sep 18, 2012 8:07 pm
Forum: Questions and Help
Topic: Unstable framerates and cars?
Replies: 7
Views: 1544

Re: Unstable framerates and cars?

Huge thanks for the info, I'll have a tinker! Interpolated states sound interesting, I'd not spotted those. Threading definitely works well here, my home PC is an i5 3570k at 4.5ghz, letting it have 4 threads scales pretty much as per the front page post. It's possible there was a bit too much going...
by RedToasty
Tue Sep 18, 2012 2:33 pm
Forum: Questions and Help
Topic: Unstable framerates and cars?
Replies: 7
Views: 1544

Re: Unstable framerates and cars?

Extra note, the above is actually stable if I use: IsFixedTimeStep = true; TargetElapsedTime = TimeSpan.FromSeconds(1.0f / 20.0f); To force the frame rate to stay consistent. Oh and if you're curious about the stress testing: http://www.youtube.com/watch?v=6fnNG1OCOfA The first 20 seconds or so are ...
by RedToasty
Tue Sep 18, 2012 2:24 pm
Forum: Questions and Help
Topic: Unstable framerates and cars?
Replies: 7
Views: 1544

Unstable framerates and cars?

Hi, Most likely an easy one :) Just wondering if there is any solution to unstable frame rates in games, dropping the odd frame is causing big stutters in movement at the moment. This is the sort of issue I'm having on slower PCs: http://www.youtube.com/watch?feature=player_detailpage&v=pNmq49MVtiE#...