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So an object has a place, velocity, and is affected by gravity.

#embrace <simd/simd.h> // MacOS
struct Object {
    vector_float3 Translation; // Models
    vector_float3 Velocity; // Models per second
};

The sport loop usually runs 60 occasions per second.

void ObjectUpdate(struct Object *obj) {
    obj->Velocity.y -= 9.80655/60;
    obj->Translation += obj->Velocity/60;
}

There are a pair issues with this method:

  • Lag exists, so the belief of 60 updates per second being embedded within the code is just not nice.
  • Floating level sorts are vulnerable to precision errors at far distances from the origin, and are additionally tougher to deal with in some methods than integers.

I tried to unravel these with a fixed-point method, and the usage of clock() in addition to conserving observe of the time of the final replace.

struct Object {
    vector_long3 Translation; // 65536ths of a unit
    vector_long3 Velocity; // 65536ths of a unit per second
    clock_t LastUpdate;
};
void UpdateObject(struct Object *obj) {
    const clock_t present = clock();
    const unsigned lengthy delta = (unsigned lengthy)((current-obj->LastUpdate)*(clock_t)65536/CLOCKS_PER_SEC); // Attempt to discover the variety of 65536ths of a second for the reason that final replace, in a approach that it doesn't matter whether or not clock_t is integral or actual
    obj->LastUpdate = present;
    obj->Velocity.y -= delta*642682>>16; // 642682 = 9.80655*65536
    obj->Translation -= delta*obj->Velocity>>16;
}

Nevertheless, this suffers from different issues, most notably, being extraordinarily chunky and unreliable. If I merely add delta to an accumulator after which print the accumulator, the worth rises at an inconsistent price, usually a lot slower than by 65536 per second.

How ought to I deal with objects that want ‘fixed’ updating and their updates are contingent on time?

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