C++ DirectX Movement - c++

So I have been playing around with DirectX11 lately and I'm still pretty new at it. I'm trying to move something right now with the translation and this is what I've got. I've been reading Frank D Luna's book on DirectX11 and he provides a gameTimer class but I really am not sure how to use delta time. This is the small snippet of code I was working with. Obviously this won't work because whenever I'm not pressing the key the time is still increasing and it's total time.
// Button down event.
if (GetAsyncKeyState('W') & 0x8000)
{
XMMATRIX carTranslate;
// Every quarter second incremete it
static float t_base = 0.0f;
if( (mTimer.TotalTime() - t_base) >= 0.25f )
t_base += 0.25f;
carPos.x = mTimer.TotalTime();
carPos.y = 1.0f;
carPos.z = 0.0f;
carTranslate = XMMatrixTranslation(carPos.x, carPos.y, carPos.z);
XMStoreFloat4x4(&mCarWorld, XMMatrixMultiply(carScale, carTranslate));
}

Usually we constantly render frames (redrawing screen) in a while loop (so called "main loop"). To "move" an object we just draw it in another position than it was in previous frame.
To move objects consistently, you need to know a time between frames. We call it "delta time" (dt). So, between frames, time increases by dt. Given velocity (speed) of object (v), we can calculate displacement as dx = dt * v. Then, to get current position, we just add dx to previous position: x += dx.
Note, that is a bad idea to calculate delta just inside your update or rendering code. Avoiding spreading out this functionality, we usually localize this calculations in timer/clock class.
Here is a simplified example:
// somewhere in timer class
// `Time` and `Duration` are some time units
class Timer {
Time m_previousTime;
Duration m_delta;
public:
Duration getDelta() const { return m_delta; }
void tick() {
m_delta = currentTime() - m_previousTime; // just subtract
m_previousTime = currentTime; // `current` becomes `previous` for next frame
}
};
// main loop
while(rendering) {
Timer.tick();
Frame(m_Timer.getDelta());
}
void Frame(Duration dt) {
if(keyPressed) {
object.position += dt * object.velocity;
}
}
You can now even make your object to move with acceleration (throttle, gravity, etc.):
object.velocity += dt * object.acceleration;
object.position += dt * object.velocity;
Hope you got the idea!
Happy coding!

Related

SFML sf::View::move inconstancy

UPDATE:
I couldn't figure out the exact problem, however I made a fix that's good enough for me: Whenever the player's X value is less then half the screen's width, I just snap the view back to the center (up left corner) using sf::View::setCenter().
So I'm working on a recreating of Zelda II to help learn SFML good enough so I can make my own game based off of Zelda II. The issue is the screen scrolling, for some reason, if link walks away from the wall and initiated the camera to follow him, and then move back toward the wall, the camera won't go all the way back to the end of the wall, which occurs on the other wall at the end of the scene/room. This can be done multiple times to keep making the said camera block get further away from the wall. This happens on both sides of the scene, and I have reason to believe it has something to do with me trying to make the game frame independent, here's an included GIF of my issue to help understand:
My camera function:
void Game::camera() {
if (this->player.getVar('x') >= this->WIDTH / 2 and this->player.getVar('x') < this->sceneWidth - this->WIDTH / 2) {
this->view.move(int(this->player.getVar('v') * this->player.dt * this->player.dtM), 0);
}
}
player.getVar() is a temporary function I'm using to get the players x position and x velocity, using the argument 'x' returns the players x position, and 'v' returns the x velocity. WIDTH is equal to 256, and sceneWidth equals 767, which is the image I'm using for the background's width. dt and dtM are variables for the frame independence I mentioned earlier, this is the deceleration:
sf::Clock sclock;
float dt = 0;
float dtM = 60;
int frame = 0;
void updateTime() {
dt = sclock.restart().asSeconds();
frame += 1 * dt * dtM;
}
updateTime() is called every frame, so dt is updated every frame as well. frame is just a frame counter for Link's animations, and isn't relevant to the question. Everything that moves and is rendered on the screen is multiplied by dt and dtM respectively.
There's a clear mismatch between the movement of the player and the one of the camera... You don't show the code to move the player, but if I guess you don't cast to int the movement there, as you are doing on the view.move call. That wouldn't be a problem if you were setting the absolute position of the camera, but as you are constantly moving it, the little offset accumulates each frame, causing your problem.
One possible solution on is to skip the cast, which is unnecessary because sf::View::move accepts float as arguments.
void Game::camera() {
if (this->player.getVar('x') >= this->WIDTH / 2 and this->player.getVar('x') < this->sceneWidth - this->WIDTH / 2) {
this->view.move(this->player.getVar('v') * this->player.dt * this->player.dtM, 0);
}
}
Or even better, not to use view.move but to directly set the position of the camera each frame. Something like:
void Game::camera() {
if (this->player.getVar('x') >= this->WIDTH / 2 and this->player.getVar('x') < this->sceneWidth - this->WIDTH / 2) {
this->view.setCenter(this->player.getVar('x'), this->view.getCenter().y);
}
}

Is my solution to fixed timestep with delta time and interpolation wrong?

I am trying to write simple loop with fixed delta time used for physics and interpolation before rendering the state. I am using Gaffer on games tutorial on fixed timesteps and I tried to understand it and make it work.
float timeStep = 0.01;
float alpha = 1.0;
while (isOpen()) {
processInput();
deltaTime = clock.restart(); // get elapsed time
if (deltaTime > 0.25) { deltaTime = 0.25; } // drop frame guard
accumulator += deltaTime;
while (accumulator >= timeStep) {
// spritePosBefore = sprite.getPosition();
accumulator -= timeStep;
// sprite.move(velocity * timeStep, 0);
// spritePosAfter = sprite.getPosition();
}
if (accumulator > timeStep) { alpha = accumulator / timeStep; } else { alpha = 1.0; }
// sprite.setPosition(Vector2f(spritePosBefore * (1 - alpha) + spritePosAfter * alpha));
clear();
draw(sprite);
display();
}
Now, everything looks good. I have fixed timestep for physics, draw whenever I can after physics are updated and interpolate between two positions. It should work flawless but I can still see sprite stuttering or even going back by one pixel once in a while. Why does it happen? Is there any problem with my code? I spent last two days trying to understand game loop which would ensure me flawless motions but it seems like it doesn't work as I thought it will. Any idea what could be improved?
You should remove the if statement and always calculate alpha; the if statement will never be executed as the condition is always false after the while loop is exited!
After the loop the accumulator will be between 0 and timeStep so you just end up drawing the latest position instead of interpolating.
I don't think the way you do it is necessarily wrong but it looks a bit overcomplicated. I don't understand exactly what you're trying to do so I'm just going to share the way I implement a "fixed time step" in my SFML applications.
The following is the simplest way and will be "good enough" for most applications. It's not the most precise though (the can be a little error between the measured time and the real time) :
sf::Clock clock;
sf::Event event;
while (window_.isOpen()) {
while (window_.pollEvent(event)) {}
if (clock.getElapsedTime().asSeconds() > FLT_FIXED_TIME_STEP) {
clock.restart();
update(FLT_FIXED_TIME_STEP);
}
render();
}
And if you really need precision, you can add a float variable that will act as a "buffer" :
sf::Clock clock;
sf::Event event;
float timeBeforeNextStep = 0.f; // "buffer"
float timeDilation = 1.f; // Useful if you want to slow or speed up time ( <1 for slowmo, >1 for speedup)
while (window_.isOpen()) {
while (window_.pollEvent(event)) {}
timeBeforeNextStep -= clock.restart().asSeconds() * timeDilation;
if (timeBeforeNextStep < FLT_FIXED_TIME_STEP) {
timeBeforeNextStep += FLT_FIXED_TIME_STEP; // '+=', not '=' to make sure we don't lose any time.
update(FLT_FIXED_TIME_STEP);
// Rendering every time you update is not always the best solution, especially if you have a very small time step.
render();
}
}
You might want to use another buffer for rendering (if you want to run at exactly 60 FPS for example).

Fixed Timestep at 2500 FPS?

I am using SFML making a 2D platformer. I read so many timestep articles but they don't work well for me. I am implementing it like 2500 FPS timestep, on my desktop pc it's amazingly smooth, on my laptop it's getting 300 FPS(I check with Fraps), it's not that smooth at laptop but still playable.
Here are the code snippets:
sf::Clock clock;
const sf::Time TimePerFrame = sf::seconds(1.f/2500.f);
sf::Time TimeSinceLastUpdate = sf::Time::Zero;
sf::Time elapsedTime;
These are variables and here is the game loop,
while(!quit){
elapsedTime = clock.restart();
TimeSinceLastUpdate += elapsedTime;
while (TimeSinceLastUpdate > TimePerFrame){
TimeSinceLastUpdate -= TimePerFrame;
Player::instance()->handleAll();
}
Player::instance()->render();
}
In the Player.h, I've got movement constants,
const float GRAVITY = 0.35 /2500.0f; // Uses += every frame
const float JUMP_SPEED = -400.0f/2500.0f; //SPACE -> movementSpeed.y = JUMP_SPEED;
//When character is touching to ground
const float LAND_ACCEL = 0.075 /2500.0f; // These are using +=
const float LAND_DECEL = 1.5 /2500.0f;
const float LAND_FRICTION = 0.5 /2500.0f;
const float LAND_STARTING_SPEED = 0.075; // This uses =, instead of +=
In the handleAll function of Player class, there is
cImage.move(movementSpeed);
checkCollision();
And lastly, checkCollision function, simply checks if character's master bounding box intersects the object's rectangle from each side, sets the speed x or y to 0, then fixes the overlapping by setting character position to the edge.
//Collision
if(masterBB().intersects(objectsIntersecting[i]->GetAABB())){
//HORIZONTAL
if(leftBB().intersects(objectsIntersecting[i]->GetAABB())){
if(movementSpeed.x < 0)
movementSpeed.x = 0;
cImage.setPosition(objectsIntersecting[i]->GetAABB().left + objectsIntersecting[i]->GetAABB().width + leftBB().width , cImage.getPosition().y);
}
else if(rightBB().intersects(objectsIntersecting[i]->GetAABB())){
if(movementSpeed.x > 0)
movementSpeed.x = 0;
cImage.setPosition(objectsIntersecting[i]->GetAABB().left - rightBB().width , cImage.getPosition().y);
}
//VERTICAL
if(movementSpeed.y < 0 && topBB().intersects(objectsIntersecting[i]->GetAABB())){
movementSpeed.y = 0;
cImage.setPosition(cImage.getPosition().x , objectsIntersecting[i]->GetAABB().top + objectsIntersecting[i]->GetAABB().height + masterBB().height/2);
}
if(movementSpeed.y > 0 && bottomBB().intersects(objectsIntersecting[i]->GetAABB())){
movementSpeed.y = 0;
cImage.setPosition(cImage.getPosition().x , objectsIntersecting[i]->GetAABB().top - masterBB().height/2);
//and some state updates
}
}
I tried to use 60 FPS Timestep like million times but all speed variables become so slow, I can't simply do like *2500.0f / 60.0f to all constants, It doesn't feel same. If I get close constants, It feels "ok" but then when the collision happens, character's position is getting setted all the time and it flys out of the map because of the big lap on the object caused by high speed constants applied every frame I guess...
I need to add, Normally, the book I took the timestep code uses
cImage.move(movementSpeed*TimePerFrame.asSeconds());
but as you saw, I just put /2500.0f to every constant and I don't use it.
So, is 1/2500 seconds per frame good? If not, how can I change all of these to 1/60.0f?
You're doing it wrong.
Your monitor most likely has a refresh rate of 60 Hz (= 60 FPS), thus trying to render an image at 2500 FPS is a huge waste of resources. If the only reason for choosing 2500 FPS is that your movement doesn't work the same, haven't you ever thought about, that the problem then might be with the movement code?
At best you'd implement a fixed timestep (famous article), that way your physics can run at whatever rate you want (2500 "FPS" would still be crazy, so don't do it) and is independent from your rendering rate. So even if you get some varying FPS, it won't influence your physics.

Start count from zero on each keypress

I have a program in which I am drawing images on the screen. The draw function here is called per frame inside in which I have all my drawing code.
I have written an image sequencer that return the respective image from an index of images.
void draw()
{
sequence.getFrameForTime(getCurrentElapsedTime()).draw(0,0); //get current time returns time in float and startson application start
}
On key press, I have start the sequences from the first image [0] and then go on further. So, everytime I press a key, it has to start from [0] unlike the above code where it basically uses the currentTime%numImages to get the frame (which is not the start 0 position of image).
I was thinking to write a timer of own that basically can be triggered everytime I press the key so that the time always starts from 0. But before doing that, I wanted to ask if anybody had better/easier implementation ideas for this?
EDIT
Why I didn't use just a counter?
I have framerate adjustments in my ImageSequence as well.
Image getFrameAtPercent(float rate)
{
float totalTime = sequence.size() / frameRate;
float percent = time / totalTime;
return setFrameAtPercent(percent);
}
int getFrameIndexAtPercent(float percent){
if (percent < 0.0 || percent > 1.0) percent -= floor(percent);
return MIN((int)(percent*sequence.size()), sequence.size()-1);
}
void draw()
{
sequence.getFrameForTime(counter++).draw(0,0);
}
void OnKeyPress(){ counter = 0; }
Is there a reason this wont suffice?
What you should do is increase a "currentFrame" as a float and convert it to an int to index your frame:
void draw()
{
currentFrame += deltaTime * framesPerSecond; // delta time being the time between the current frame and your last frame
if(currentFrame >= numImages)
currentFrame -= numImages;
sequence.getFrameAt((int)currentFrame).draw(0,0);
}
void OnKeyPress() { currentFrame = 0; }
This should gracefully handle machines with different framerates and even changes of framerates on a single machine.
Also, you won't be skipping part of a frame when you loop over as the remainder of the substraction is kept.

Setting speed factor in a timer class?

I have the following timer class :
class Timer
{
private:
unsigned int curr,prev;
float factor;
float delta;
public:
Timer(float FrameLockFactor)
{
factor = FrameLockFactor;
}
~Timer()
{
}
void Update()
{
curr = SDL_GetTicks();
delta = (curr - prev) * (1000.f / factor);
prev = curr;
}
float GetDelta()
{
return delta;
}
};
And i use it like this :
//Create a timer and lock at 60fps
Timer timer(60.0f);
while()
{
float delta;
float velocity = 4.0f;
timer.Update();
delta = timer.GetDelta();
sprite.SetPosition( sprite.GetVector() + Vector2(0.0,velocity * delta) );
sprite.Draw();
}
But there is a big problem : My game runs way too slow for a program that is supposed to run at 60frames per second and the same test code runs smooth when not using frame indepented movement , so there must be something wrong with my code.
Any help?
If delta is supposed to be a count of frames, shouldn't it be calculated as
delta = (curr - prev) * (factor / 1000.f);
I don't really get what you are trying to do with your code. Especially the line delta = (curr - prev) * (1000.f / factor); does not make sense as far as I can see.
If I understand this correctly you are trying to calculate how much time has passed since the last update and translate this into milliseconds per frame. What units are you using?
I don't know what is returned by SDL_GetTicks();. Is this the number of processor or real clock ticks, which is returned? In case it is returning real clock ticks, the (curr-prev) part will most often be zero, since you have to do multiple updates per frame for this to work.
If it is not returning real clock ticks, why are you multiplying by 1000f. Where does this factor come from?
With code like this, it is often very important to take care of round-off errors, so I am guessing that your problem lies somewhere in this area. Although without additional information I cannot tell what your actuall problem may be.