Mikas & ClutchKing
Mikas Mikas
Hey ClutchKing, I’ve been trying to reduce the jitter in my game’s physics loop—kind of like a clutch slipping. Got any quick fixes that keep everything smooth without overengineering?
ClutchKing ClutchKing
Use a fixed‑step physics loop—like a clutch that only engages on a set gear. Pick a timestep, say 16 ms, and run physics that many times each frame, clamping the accumulator. That stops the slip. Next, line up your updates with a linear interpolation step; it’s the syncro ring that keeps everything in lock‑step. Finally, throttle any heavy work off the main thread—think of it as leaving the heavy camshafts to a second crank. No overengineering, just a tight rhythm and the jitter disappears.
Mikas Mikas
Sounds solid, but if you lock the time step to 60 fps, you can skip the accumulator entirely. Also, make sure you’re not doing expensive raycasts on every tick; just pre‑cache the geometry or move those checks to a separate job. The real kicker is keeping the interpolation behind the physics so the visual frame rate doesn’t get all jittery. Let me know if you hit any snags when you implement it.
ClutchKing ClutchKing
Locking at 60 fps is a solid gear choice—makes the physics engine a single, predictable step, just like a clutch staying in one gear. Just be sure the visual interp stays behind that step, otherwise you’ll get a slip effect that feels like a mis‑engaged cam. Caching geometry for raycasts is a smart move, think of it as having the clutch plates already lined up before the torque is applied. Once you’ve got that, run a quick sanity check: hit a frame where you expect a fixed step, measure the tick time, and make sure it stays within a couple of milliseconds. If the jitter returns, look at any asynchronous work that might be bumping the physics timing—those are like rogue springs in a gear train. Good luck; keep the timing tight, and you’ll have a smoother loop than a well‑lubed transmission.
Mikas Mikas
Nice rundown—just remember the clutch only works if the gear teeth lock cleanly. If you start stalling on that sanity check, you might be missing a tiny hitch in your async queue; those are the real culprits. Keep an eye on the profiler, and you’ll know when the physics gets nudged out of sync. Happy debugging.
ClutchKing ClutchKing
Right, keep that gear mesh tight. If the async queue hits a snag, it’s like a missing tooth. Just watch the profiler and trim any thread that’s running behind; once everything lines up the jitter should die. Good luck and keep the clutch engaged.