I’ve read the Game-Loops Thread (http://www.java-gaming.org/topics/game-loops/24220/view.html) today and I’m curious about the var step timing regarding collision detection.
Let’s say I’ve got a pretty decent PC, capping the fps at 60 fps and I move a primitive like this:
x = x+0.1f*delta;
rectangle.setX(x);
Now this should run fine on most machines and it will stutter if I cap the FPS at 5 Fps.
When I now test pixel perfect collision with the 5 FPS Cap it is not possible to get the same accuracy as I get with more FPS.
Are there any tricks to solve this? Or do I need fixed step timing?