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This has been bugging me for few days now. I am attempting to cease motion jittering in my sport. I’ve regarded in the direction of semi and glued time steps – transferring in the direction of the latter beneath so I can actually perceive (as I hope to create multiplayer video games in future).

I’ve a really primary arrange with a ball that strikes at a continuing pace, until the person tries to manage it by urgent P to takeover. It is at the moment received a hard-coded 60 FPS worth. When the gathered time reaches that, the replace known as and the ball is moved.

My concern is that I get occasional stuttering throughout motion and I actually cannot grasp why. Is there something you guys would advocate to raised what I’ve beneath?

Thanks prematurely!

#embody <iostream>
#embody <SFML/Graphics.hpp>

int predominant() {
    sf::RenderWindow window(sf::VideoMode(1920, 1080), "Ping Pong");
    // window.setFramerateLimit(60);
    // window.setKeyRepeatEnabled(false);

    sf::Font font;
    font.loadFromFile("arial.ttf");

    sf::Textual content textual content;
    textual content.setFillColor(sf::Shade::Inexperienced);
    textual content.setCharacterSize(72);
    textual content.setFont(font);
    textual content.setString("whats up: ");

    sf::CircleShape circle;
    circle.setRadius(20.0f);
    circle.setOrigin(circle.getRadius(), circle.getRadius());
    circle.setPosition(window.getSize().x/2, window.getSize().y/2);

    float TIME_PER_FRAME = 1.0f / 60.0f;

    sf::Clock clock;
    float lastFrameTime = clock.getElapsedTime().asSeconds();
    float frameStartTime;

    float frameTime;
    float accumulator;

    int updateCount;
    bool movable = false;

    whereas(window.isOpen()) {
        updateCount = 0;

        frameStartTime = clock.getElapsedTime().asSeconds();

        frameTime = frameStartTime - lastFrameTime;
        accumulator += frameTime;

        lastFrameTime = frameStartTime;

        // occasions
        sf::Occasion occasion;
        whereas(window.pollEvent(occasion)) {
            if (occasion.kind == sf::Occasion::KeyPressed) {
                if (occasion.key.code == sf::Keyboard::Escape) {
                    window.shut();
                }
                //make ball controllable by participant
                if (occasion.key.code == sf::Keyboard::P) {
                    movable = (movable) ? false : true;
                }
            }
        }

        // replace
        whereas (accumulator >= TIME_PER_FRAME) {
            //character movable by WASD
            if (movable) {
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) {
                    circle.transfer(sf::Vector2f(200*TIME_PER_FRAME,0));
                }
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) {
                    circle.transfer(sf::Vector2f(-200*TIME_PER_FRAME,0));
                }
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) {
                    circle.transfer(sf::Vector2f(0,-200*TIME_PER_FRAME));
                }
                if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) {
                    circle.transfer(sf::Vector2f(0,200*TIME_PER_FRAME));
                }
            }

            //automated motion to the correct
            if (!movable) {
                circle.transfer(sf::Vector2f(200*TIME_PER_FRAME,0));
            }

            //if ball goes off the correct of the display screen, seem on the left aspect
            sf::Vector2f c_position = circle.getPosition();
            if (c_position.x - circle.getRadius() > window.getSize().x) {
                circle.setPosition(sf::Vector2f(0-circle.getRadius(), c_position.y));
            }

            accumulator -= TIME_PER_FRAME;
            updateCount++;
        }

        //render
        window.clear();
        window.draw(circle);
        window.draw(textual content);
        window.show();

        std::cout << "up to date " << updateCount << std::endl;
    }

    return 0;
}
```

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