Understanding framerate independence and deltatime

A video about using deltatime to create a game that runs at any framerate. I will use pygame to implement the logic but the theory applies everywhere.
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Пікірлер: 76

  • @sbinti1152
    @sbinti11522 жыл бұрын

    in my honest opinions this channel is so underated this channel deserves 1 mil subs

  • @K5RTO

    @K5RTO

    2 жыл бұрын

    you mean 1 bazillion subs 🙃

  • @leobozkir5425

    @leobozkir5425

    Жыл бұрын

    @@K5RTO you mean 1 morbillion subs

  • @Sam2Reel

    @Sam2Reel

    Жыл бұрын

    I noticed just now that he has only 100k subs

  • @kenhaley4
    @kenhaley4 Жыл бұрын

    It's worth mentioning that this video doesn't show how smoothly the rectangle moves (probably because of KZread's video compression, I don't know). But it's definitely worth following along in this example to see how to achieve smooth motion! Before watching this, I was always a bit frustrated by the occasional jerkiness of object motion in Pygame--no matter what frame rate I used. This fixes the problem! If you care about smooth motion in Pygame, learn this technique!

  • @bombastic_side_eye_007

    @bombastic_side_eye_007

    10 ай бұрын

    Yup I too was so frustrated by the choppy motion.

  • @w1ngZ_
    @w1ngZ_2 жыл бұрын

    I struggled so much with the floating point issue and my position being 0 because of it. Thank you!!

  • @seekeroftheball
    @seekeroftheball9 ай бұрын

    Really well explained. I like the mix of theory and practical demonstrations.

  • @bersi3306
    @bersi33067 ай бұрын

    Attention at 4:50. The example there is about "fixed time", and does not count difference between frames. This could led to confusion if you implemented it in your code, expected that everything multiplied by that just "move correctly" (since it will not). To correct, you need to take your system's "now" time, subtracting "last_draw_time" from it. The result is the right value of the delta time that you can multiply. This value will have to (maybe) be elevated to some power of 10, just to reduce precision. But it works as expected.

  • @ellsonmendesYT
    @ellsonmendesYT Жыл бұрын

    Happy I found your channel, learning a lot here :)

  • @RH_Guitar
    @RH_Guitar2 жыл бұрын

    Thank you for the great videos! I ended up purchasing your course on Udemy and loved it.

  • @user-hr4sq5wp5g
    @user-hr4sq5wp5g8 ай бұрын

    Very good explanation. Thanks for making the video.

  • @lnt2024
    @lnt20242 жыл бұрын

    Thanks KZread recommendations for this.. I've tried to make this already since August 2021 and didn't know how to solve it. Thanks you, man, you are really cool

  • @tails_the_god
    @tails_the_god Жыл бұрын

    BEST video about delta time in games i have never followed a tutorial that actually made me understand this THANK YOU!

  • @yourdad8228
    @yourdad82282 жыл бұрын

    Excellent video as always. Keep it up!

  • @Nyghtprowler
    @Nyghtprowler6 ай бұрын

    This is exactly what I was looking for. Almost ALL tutorials handling movement and jumping using frame dependant code and it's always bothered me. They do not even touch on the topic of accurate movement. Today was watching a tutorial on jumping and they set jump_height = 15 (steps aka frames) then were monitoring a variable called jump timer counting frames and once you hit 15 you'd be at max height... But just like you explained if you ran this game at 600 fps... it would happen at light speed and you'd only jump a fraction of the height you'd jump at 30 fps. This is a such an important part of a game's development and I do not see anyone talking about this. I'm glad I found this video and am not going crazy lol.

  • @sbinti1152
    @sbinti11522 жыл бұрын

    nice video clear code !

  • @paxxous
    @paxxous Жыл бұрын

    Thanks bro, just taught me all of the basics :D

  • @brahimchaouchi
    @brahimchaouchi2 жыл бұрын

    Very good content, and good advice from some comments. I may just add not to call time.time() twice, you are losing a (very tiny) amount of time between the two. Use a variable current_time that you use throughout all the current frame. This includes body loop and passing the variable to function that want the current time.

  • @oliviayan7718
    @oliviayan7718 Жыл бұрын

    luv it. best video about deltatime

  • @Vofr
    @Vofr2 жыл бұрын

    I like your vids because how clean they are 👍❤❤

  • @tatianaturin
    @tatianaturin Жыл бұрын

    You are an amazing teacher!

  • @brunorcabral
    @brunorcabral2 жыл бұрын

    For the Pygame fps, have you tried using time.perf_counter() instead of time.time()?

  • @davidsyengo1893
    @davidsyengo18933 ай бұрын

    Another solution or addition: Have two update methods. One for logic and the other for drawing. The drawing loop should run at computer speed while the logic loop should run at a fixed interval ideally 30-60 times a second

  • @Mouton_redstone
    @Mouton_redstone Жыл бұрын

    that's so useful, thank you man

  • @namlasyruhdwohc6340
    @namlasyruhdwohc63402 жыл бұрын

    such an underrated channel 🙏

  • @yanlucca8874
    @yanlucca887410 ай бұрын

    It's a bit easier to do that now in Pygame-CE thanks to frects, which are rects that use floats instead of integers, so you don't need that extra variable for the position.

  • @FameMonsterD3

    @FameMonsterD3

    10 ай бұрын

    Pygame CE, I just read that this is a forked ver of pygame with more updates, what happened to og pygame?

  • @gogonogo2069
    @gogonogo20692 жыл бұрын

    This was so worth every second

  • @plrc4593
    @plrc45932 жыл бұрын

    Generally a very good video and helps a lot to grasp this really important matter, but you erroneously built the table from 5:50: 0) 1/30=0.033, not 0.33 etc. 1) units are wrong. On the left site you've got 1/s*pixel*s=pixel, whereas on the right site you've got pixel/s. 2) The variable you calculate in the table is just covered distance i.e. Δx, not Δx/Δt. 3) You indeed want to have the same Δx/Δt regardless of FPS, but to have it constant 4) You need to have various Δx and Δx/frame. For instance, since Δx/Δt=Δx/frames*frames/Δt=Δx/frames*FPS, if you've got FPS=10 and you want Δx/Δt=100 you must have Δx/frames=10 and Δx=10 in every frame, but if you've got FPS=30 and want Δx/Δt=100, you must have Δx/frames=100/30 and Δx=100/30 in every frame. Thus Δx/frames must differ.

  • @carlfranz6805

    @carlfranz6805

    Жыл бұрын

    Thanks. I think what is missing is a standardised formula for speed from, oh, say, a speed variable value for 60 FPS to one for 1000 ticks per seconds. It would help us slow learners to get a handle on what he attempting to explaining. I'm not sure that "CDcodes" does it any better. Both make some logical leaps without more thought/examples/whatever. The following is stream of consciousnesses, feel free to ignore. Given his maths, I was attempting to determine just what the various speed numbers actually mean. Does "speed = 250" mean I want this object to move 250 pixels per second (as 1000 ticks =~ 1 second)... But there is some slop in his maths (or my head) that I'm just not getting (admittedly I'm a bit tired and a bit drunk 😇). I would like to not guess as to what the speed numbers mean and have to use (more then the normal) trial and error to determine them. If my standard game used 60 FPS, then there should be a pretty well defined formula for converting from the speed numbers I used with 60 FPS and the speed numbers I use for 'dt'. i.e ((original_speed * 60) / 1000)) No...that's not right. It should be just (original_speed * 60) and the 1000 ticks per second will take care of themselves, once you invert it (1/1000). Because I use both a fast Windows 10/HP laptop and (my preferred development environment) a relatively slow Raspberry Pi 4 (64 bit Debian)... this kind of thing is actually important to me.

  • @user-qx4vs7ne8w
    @user-qx4vs7ne8w Жыл бұрын

    Hello. Everything has made a lot of sense, but I have one problem. For some reason, when I try to implement this into movement controls, my character moves slightly faster along the negative axis. Whenever I move my character along +y or +x, I'm forced to add speed in the equation so that the speeds even out in all directions. The amount of speed I have to add is dependent on what my framerate is. If I have 120fps then I have to add 100. If I have 60fps I have to add 60 speed. Is there any fix for this?

  • @kenhaley4

    @kenhaley4

    Жыл бұрын

    Maybe you're setting the position (x or y) of your object by using += instead of just = . Only the external variable...in this case, test_rect_pos...should be updated with +=. (I had a similar problem.)

  • @0WierdAsHell
    @0WierdAsHell Жыл бұрын

    Thanks for this.

  • @firnyx
    @firnyx2 жыл бұрын

    Hi, I'm a beginner in programming and I'm trying to code my first mini game with the great help of your video 'the ultimate introduction to Pygame', but I have encoutered a problem with the framerate ; is there a simple way to reduce or remove the kind of lag when you run a simple animation ?

  • @KlaasJanssen

    @KlaasJanssen

    2 жыл бұрын

    Is it a kind of stutter every second or so or just basic lag (help is much better on the clear discord though, so suggest you check that out)

  • @firnyx

    @firnyx

    2 жыл бұрын

    @@KlaasJanssen a kind of stutter yes, you're right I posted my question on discord

  • @kenhaley4

    @kenhaley4

    Жыл бұрын

    @@firnyx I struggled with the same problem until I watched this video. By using dt (delta time) as described, and (this is mportant!) keeping test_rec_pos in a separate variable including the fractional part, and then setting the position attribute (x or y) of the moving object to this variable every time you move it, you will get smooth motion! Watch the video starting at 18:02 if you don't understand what I mean.

  • @legendrags
    @legendrags Жыл бұрын

    I am not an expert in this but what if we use an OOP like structure and call the update function x times per second and to get x we do something like calculating delta time. something like using dt to calculate how many times we need to call update(). this way we dont need to mutiply everything by delta time

  • @bbdd5609
    @bbdd5609 Жыл бұрын

    Can I just use speed = base_speed*max_fps/fps or does that not work?

  • @MaxJ345
    @MaxJ3453 күн бұрын

    Great video! I've heard that tying animation speed to frame-rate is "a bad thing to do". Is this true? Why? What are the other options?

  • @ClearCode

    @ClearCode

    3 күн бұрын

    you could use a timer to update a frame every 1/10 of a second or something but I haven't really encountered problems why the animations on delta time

  • @punkseth1
    @punkseth1 Жыл бұрын

    i followed along with this video and I still had some trouble. I know some python basics and some pygame basics. Your explanations are great, but do you, or anyone else, have any recommendations for how I can get up to speed on understanding this code a little bit more? it's hard to wrap my head around some of it. thanks!

  • @thebosscodergg

    @thebosscodergg

    Жыл бұрын

    I'm late but it'd be best if you watched his introduction to pygame tutorial. You'd get most if not all of the code he wrote

  • @pacey_808
    @pacey_8083 ай бұрын

    I know this is old, but i have a lottle bit of a tough time understanding the exact math of this. Wouldnt delta be a measure of the amount of time per drame (sec/frame as the units). So wouldnt multiplying pixel/frame * frame/sec * sec/frame result in just pixels as a measurement? So then we arent really deifning a rate? I totslly get the explanstion if delta doesnt have a unit, but i don't understand why delta is just a scalar woth no unit.

  • @lowHP_
    @lowHP_2 ай бұрын

    Underrated

  • @jimbo3947
    @jimbo394713 күн бұрын

    What editor are you using in this video?

  • @sakthisivanesh6880
    @sakthisivanesh68802 жыл бұрын

    Their is any possible way to make android games using pygame

  • @Carlbarl.
    @Carlbarl.2 жыл бұрын

    Question: are pygame sprites/objects supposed to move by themselves or are they suppose to move when you move your mouse?

  • @ClearCode

    @ClearCode

    2 жыл бұрын

    They move by themselves. You messed up the indentation in the while loop!

  • @Carlbarl.

    @Carlbarl.

    2 жыл бұрын

    @@ClearCode what would be the indentation error tho? My code under while true is: while True: for event in pygame.event.get(): If event.type == pygame.QUIT: pygame.quit() exit() screen.blit(sky_surface,(0,0)) screen.blit(ground_surface,(0,300)) screen.blit(text_surface,(300,50)) screen.blit(player_surface,player_rect) snail_rect.x -= 4 if snail_rect.right

  • @Carlbarl.

    @Carlbarl.

    2 жыл бұрын

    @@ClearCode sorry if I am being annoying. The code is from the ultimate pygame introduction

  • @piotrgruszecki2400

    @piotrgruszecki2400

    11 ай бұрын

    For anyone curious, i think that the problem is that the code rendering graphics etc. is placed inside event loop and it should be only in while true loop

  • @chadman4478
    @chadman44789 ай бұрын

    Instead of setting extra variable for previous time, then subtracting it from the current and then saving it into dt variable, simpler and more precise solution would be pygame.time.Clock.tick_busy_loop(), which is pre-compiled, thus, producing better results!

  • @Xplouding
    @XploudingАй бұрын

    Hi, pygame-ce solve the problem of movement with integers?

  • @ClearCode

    @ClearCode

    Ай бұрын

    yep, that's what FRects are for :)

  • @kailasmanoj2121
    @kailasmanoj21212 жыл бұрын

    Hello can you plz do a series on kivymd

  • @fakeinsten7839
    @fakeinsten7839 Жыл бұрын

    hey why are we using the pygame vector?

  • @marcolartategui4832
    @marcolartategui4832 Жыл бұрын

    18:08 Why is the answer to the issue?

  • @yazeed739_game9
    @yazeed739_game9 Жыл бұрын

    How to move position from 0 to 100 in 1000ms??

  • @sakthisivanesh6880
    @sakthisivanesh68802 жыл бұрын

    How to make screen that fits display of any pc

  • @ThantiK
    @ThantiK2 жыл бұрын

    Honestly, more than anything, I'd like to know a good cross platform engine that would allow Android/iOS games, as that's where all the potential players are.

  • @ZgavY
    @ZgavY2 жыл бұрын

    Piece of advice: multiply dt by 60 so you don't have to work with high speeds

  • @binkrassdufass
    @binkrassdufass2 жыл бұрын

    Algo

  • @bexplosion
    @bexplosion2 жыл бұрын

    If you don't limit the fps the game will empty the battery energy on laptops or smartphones/tablets.

  • @moritz3185

    @moritz3185

    Жыл бұрын

    The fps are still limited with pygame.clock.time(60) even when using deltatime.

  • @almospal4480
    @almospal44802 жыл бұрын

    Instant like

  • @sbinti1152
    @sbinti11522 жыл бұрын

    i liked and copied link :)

  • @krishivmehandiratta798
    @krishivmehandiratta7982 жыл бұрын

    first comment

  • @IzUrBoiKK
    @IzUrBoiKK2 жыл бұрын

    69th comment Lol, btw love ur vids bro.

  • @Vofr

    @Vofr

    2 жыл бұрын

    Bot :?)

  • @IzUrBoiKK

    @IzUrBoiKK

    2 жыл бұрын

    @@Vofr nah breh, 69 was a joke

  • @Vofr

    @Vofr

    2 жыл бұрын

    @@IzUrBoiKK you are not the 69th comment ~_~. It doesn't work that way :3

  • @afailable
    @afailable12 күн бұрын

    This isn't entirely correct. A more in depth look at how delta time works can be found here: kzread.info/dash/bejne/q3ucyLecgM2-pag.htmlsi=sE4QcgXeCbMBxhzb This is still a good video as an introduction to dt

  • @Bankoru
    @Bankoru7 ай бұрын

    lol pygame

  • @N0OBB
    @N0OBB2 жыл бұрын

    good pc: 600+ fps (i think it's supposed to be 60 plus) bad pc: 30 fps