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I really like the way the XNA Framework XNA Framework implements fixed time step. If a given draw call takes a bit too long, it will call update repeatedly until it "catches up". Shawn Hargreaves describes it here:
http://blogs.msdn.com/b/shawnhar/archive/2007/11/23/game-timing-in-xna-game-studio-2-0.aspx

In 2.0, the Draw behavior has changed:

  • Call Update as many times as needed to catch up to the current time
  • Call Draw once
  • Wait until it is time for the next Update

The biggest pro in my opinion to this is one that you mentioned, that it makes all of your game code calculations so much simpler because you don't have to include that time variable all over the place.

note: xna supports variable timestep as well, it's just a setting.

I really like the way the XNA Framework implements fixed time step. If a given draw call takes a bit too long, it will call update repeatedly until it "catches up". Shawn Hargreaves describes it here:
http://blogs.msdn.com/b/shawnhar/archive/2007/11/23/game-timing-in-xna-game-studio-2-0.aspx

In 2.0, the Draw behavior has changed:

  • Call Update as many times as needed to catch up to the current time
  • Call Draw once
  • Wait until it is time for the next Update

The biggest pro in my opinion to this is one that you mentioned, that it makes all of your game code calculations so much simpler because you don't have to include that time variable all over the place.

note: xna supports variable timestep as well, it's just a setting.

I really like the way the XNA Framework implements fixed time step. If a given draw call takes a bit too long, it will call update repeatedly until it "catches up". Shawn Hargreaves describes it here:
http://blogs.msdn.com/b/shawnhar/archive/2007/11/23/game-timing-in-xna-game-studio-2-0.aspx

In 2.0, the Draw behavior has changed:

  • Call Update as many times as needed to catch up to the current time
  • Call Draw once
  • Wait until it is time for the next Update

The biggest pro in my opinion to this is one that you mentioned, that it makes all of your game code calculations so much simpler because you don't have to include that time variable all over the place.

note: xna supports variable timestep as well, it's just a setting.

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I really like the way the [XNA Framework][1]XNA Framework implements fixed time step. If a given draw call takes a bit too long, it will call update repeatedly until it "catches up". Shawn Hargreaves describes it here:
[http://blogs.msdn.com/b/shawnhar/archive/2007/11/23/game-timing-in-xna-game-studio-2-0.aspx][2]http://blogs.msdn.com/b/shawnhar/archive/2007/11/23/game-timing-in-xna-game-studio-2-0.aspx

In 2.0, the Draw behavior has changed:

  • Call Update as many times as needed to catch up to the current time
  • Call Draw once
  • Wait until it is time for the next Update

The biggest pro in my opinion to this is one that you mentioned, that it makes all of your game code calculations so much simpler because you don't have to include that time variable all over the place.

note: xna supports variable timestep as well, it's just a setting. [1]: http://creators.xna.com [2]: http://blogs.msdn.com/b/shawnhar/archive/2007/11/23/game-timing-in-xna-game-studio-2-0.aspx

I really like the way the [XNA Framework][1] implements fixed time step. If a given draw call takes a bit too long, it will call update repeatedly until it "catches up". Shawn Hargreaves describes it here:
[http://blogs.msdn.com/b/shawnhar/archive/2007/11/23/game-timing-in-xna-game-studio-2-0.aspx][2]

In 2.0, the Draw behavior has changed:

  • Call Update as many times as needed to catch up to the current time
  • Call Draw once
  • Wait until it is time for the next Update

The biggest pro in my opinion to this is one that you mentioned, that it makes all of your game code calculations so much simpler because you don't have to include that time variable all over the place.

note: xna supports variable timestep as well, it's just a setting. [1]: http://creators.xna.com [2]: http://blogs.msdn.com/b/shawnhar/archive/2007/11/23/game-timing-in-xna-game-studio-2-0.aspx

I really like the way the XNA Framework implements fixed time step. If a given draw call takes a bit too long, it will call update repeatedly until it "catches up". Shawn Hargreaves describes it here:
http://blogs.msdn.com/b/shawnhar/archive/2007/11/23/game-timing-in-xna-game-studio-2-0.aspx

In 2.0, the Draw behavior has changed:

  • Call Update as many times as needed to catch up to the current time
  • Call Draw once
  • Wait until it is time for the next Update

The biggest pro in my opinion to this is one that you mentioned, that it makes all of your game code calculations so much simpler because you don't have to include that time variable all over the place.

note: xna supports variable timestep as well, it's just a setting.

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Joel Martinez
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I really like the way the [XNA Framework][1] implements fixed time step. If a given draw call takes a bit too long, it will call update repeatedly until it "catches up". Shawn Hargreaves describes it here:
[http://blogs.msdn.com/b/shawnhar/archive/2007/11/23/game-timing-in-xna-game-studio-2-0.aspx][2]

In 2.0, the Draw behavior has changed:

  • Call Update as many times as needed to catch up to the current time
  • Call Draw once
  • Wait until it is time for the next Update

The biggest pro in my opinion to this is one that you mentioned, that it makes all of your game code calculations so much simpler because you don't have to include that time variable all over the place.

note: xna supports variable timestep as well, it's just a setting. [1]: http://creators.xna.com [2]: http://blogs.msdn.com/b/shawnhar/archive/2007/11/23/game-timing-in-xna-game-studio-2-0.aspx

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