Keep movement steady on any screen while drawing it smoothly
If the game world moves in tiny equal steps but the screen refreshes at a different rhythm, characters shimmer or stutter, and one slow frame can make the game fall further and further behind. Here is how to avoid both problems.
Why this works
The same input should give the same result on any machine, which needs steps of one fixed size, while a screen shows frames at its own rhythm. Running whole steps and drawing a blend between the last two gives both: repeatable rules and no stutter.
When not to use it
Don't use it for a simple game with no real physics, like a card game or a menu, where it only adds delay and work, or when you need the very newest position in a fast shooter. Draw the latest state directly there.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 30 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Keep movement steady on any screen while drawing it smoothly" (read_entry fixed-physics-steps-with-smooth-drawing) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP