Say like it took a whole second for a character to jump in a game, how would a game developer go about keeping that jump time to 1 second if the FPS is either 10fps, 30fps, 100fps etc? – If you get me, how would you stop a game’s fps affecting the gameplay speed basically.
I presume there’s a certain method of doing this, so I was wondering what exactly it is?
Thankssss,
Alex!
Normally by using a timer to record how much time has passed since the last frame was rendered. There are many articles and samples on the subject available via Google:
Of course if your FPS is allowed to be anything then you will end up with unrealistic simulations. For this reason there is the concept of a “fixed time step”.
The “Fix Your Timestep!” (and the previous articles linked on that page) in particular is a good read on this subject.