1 Replies - 367 Views - Last Post: 29 January 2013 - 11:13 AM Rate Topic: -----

#1 FrozenSnake  Icon User is offline

  • En man från Sverige!

Reputation: 122
  • View blog
  • Posts: 998
  • Joined: 30-July 08

Fixed-time-step & variable-time-step, which one is best here?

Posted 29 January 2013 - 01:42 AM

Me and a group of 12 class mates are working on a project and they have decided to use fixed-time-step and I wonder which of these that works best for a turn based game without and physics. We are going to create a simple trading simulator.

From the little that I have read, fixed-time-step is better to use for physics and variable-time-step is better to use for the actual game, but I don't know if this is accurate or not since no source where provided where I could make my own decision on each method.

So could anyone here give me their view on when and how to use these methods I would be very grateful!
If there is no gain from using fixed-time-step in a turn based system without physics, maybe variable time is better to use?

The little I have read is from here: http://gamedev.stack...iable-time-step

Is This A Good Question/Topic? 0
  • +

Replies To: Fixed-time-step & variable-time-step, which one is best here?

#2 anonymous26  Icon User is offline

  • D.I.C Lover

Reputation: 1
  • View blog
  • Posts: 3,638
  • Joined: 26-November 10

Re: Fixed-time-step & variable-time-step, which one is best here?

Posted 29 January 2013 - 11:13 AM

It comes down to the overall complexity of your game, and if coded cleverly you can take advantage of some subsystems being variable and others fixed.

As it stands for your situation there is no basis for your or their argument until you have nailed the game design.
Was This Post Helpful? 0
  • +
  • -

Page 1 of 1