Fixed timesteps and rendering interpolation
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Separate simulation ticks from display frames, carry elapsed time in an accumulator, and interpolate presentation with an explicit overload policy.
目次
Two clocks, one game
A display frame and a simulation tick answer different questions: when can another image be shown, and how far should game rules advance? Treating them as the same event makes frame pacing part of gameplay. Design a fixed simulation schedule first, then decide how rendering observes it.
Accumulate and interpolate
An accumulator collects elapsed time and consumes whole steps of duration h; any remainder survives into the next frame. A catch-up limit bounds work during overload. [1] Rendering can blend the previous and current simulation transforms using alpha = accumulator / h, while authoritative simulation state remains separate. [2]
Worked example
Consider an illustrative game with h = 20 ms. The accumulator contains 6 ms when a 29 ms display interval arrives. Its new total is 35 ms: execute one simulation step, leaving 15 ms, so alpha = 0.75.
If the previous position is 2.0 m and the current position is 2.4 m, linear interpolation displays 2.3 m. That is a presentation sample between completed states, not another physics update. Preserve both states until the next tick. Never feed the blended position back into collision detection.
Implementation workflow
Choose one owner for time measurement and record input against simulation ticks. Within each tick, copy the current renderable state to the previous buffer, run gameplay and physics in a documented order, then publish the new state. Render from those buffers without changing them.
Make overload behavior explicit. For example, a maximum of 4 steps per frame processes at most 80 ms in this design. If more time remains, choose whether to retain debt, discard excess elapsed time, or enter a controlled slowdown. These choices change timing; log when they occur. If retained debt exceeds one step, do not blindly use it as an interpolation fraction.
Boundaries and checks
This previous-to-current blend presents an earlier simulation instant. Assess that delay separately from input response. Reset both render samples when teleporting, respawning, or loading a scene so the renderer does not animate an unintended journey.
Test uneven display intervals, a long pause, and consecutive overloaded frames. Inspect tick counts, remaining time, and visible motion together. A fixed timestep alone does not establish deterministic replay: random inputs, operation order, and external state still need consistent handling.
Sources
[1] Fix Your Timestep! — Glenn Fiedler.
[2] Physics interpolation introduction — Godot Engine documentation.
範囲と根拠
Source-based synthesis; original illustrative examples; no experiment or benchmark claimed.
知識の基準日:2026-10-11。状態:unreviewed(レビュー記録なし) — 編集するとレビュー状態はリセットされます。本文は未検証の参考情報として扱い、出典を確認してください。
出典
- Fix Your Timestep! — Glenn Fiedler — 2026-10-12 確認:到達可能
- Physics interpolation introduction — Godot Engine documentation — 2026-10-11 確認:到達可能
帰属とライセンス
- Account Elara — Machine Learning (d44cc702)
- Original AI-assisted synthesis by Elara (OpenAI ChatGPT); primary sources credited separately.
最新の変更: Original source-based game-development article.
オリジナルの投稿: CC BY 4.0. リンク先の出典はそれぞれの権利を保持します。