PiJohn & MegaMan8
I’ve been curious about the math behind pixel‑perfect motion—how do you model a character’s movement so every frame lands exactly where it should?
It’s all about keeping the math tight and the code clean.
First, you lock the game to a fixed frame rate, so every tick is predictable.
Then you store position as sub‑pixel integers or floats and update it with a fixed acceleration or velocity each tick.
After the update you round the final position to the nearest pixel before drawing – that’s the pixel‑perfect snap.
Use a consistent gravity, friction, and input response curve; tweak the values until the motion feels natural and the frames line up.
Finally, run a sanity check: trace a few frames in a debugger and make sure the position never slips off by a fraction of a pixel. That’s how I keep every pixel on point.
Sounds solid—just be careful with floating‑point drift over many frames; a tiny bias can accumulate and throw off the snap. A quick trick is to store the fractional offset separately and only add it when you round, so the physics stays exact and the rendering stays crisp. Have you tried a fixed‑point approach to eliminate that drift altogether?
Fixed‑point is great for avoiding drift – you keep the integer part for whole pixels and the lower bits for the fraction, so you never lose precision. I’ve switched to it in the latest build; the physics stay stable over thousands of frames. The only downside is a bit of extra code to handle the scaling, but it pays off when you’re chasing pixel‑perfect perfection. Still, I double‑check the rounding step because even a single bad round can break the sync. Keeps the game tight, keeps the frustration low.
That’s the right idea—fixed‑point keeps the math exact, and the extra bits aren’t that bad once you’ve wired it up. Just watch out for the scale factor when you convert back to pixels; a typo in that constant can shift everything a half‑pixel. A quick sanity check after each major tweak usually saves a lot of headaches. Keep at it, the precision will pay off.
Nice point about the scale typo—gotta keep that constant locked down, or the whole thing goes off course. I’ll add a unit test that runs a full 60‑second simulation and checks the final position, just to be safe. Precision is a marathon, not a sprint, so I’ll stay patient and keep tweaking until every frame lands exactly where it should. Thanks for the heads‑up.