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2D platformers: why make the physics dependent on the framerate?

Asked 2010-12-27T19:55:17.780
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"Super Meat Boy" is a difficult platformer that recently came out for PC, requiring exceptional control and pixel-perfect jumping. The physics code in the game is dependent on the framerate, which is locked to 60fps; this means that if your computer can't run the game at full speed, the physics will go insane, causing (among other things) your character to run slower and fall through the ground. Furthermore, if vsync is off, the game runs extremely fast.

Could those experienced with 2D game programming help explain why the game was coded this way? Wouldn't a physics loop running at a constant rate be a better solution? (Actually, I think a physics loop is used for parts of the game, since some of the entities continue to move normally regardless of the framerate. Your character, on the other hand, runs exactly [fps/60] as fast.)

What bothers me about this implementation is the loss of abstraction between the game engine and the graphics rendering, which depends on system-specific things like the monitor, graphics card, and CPU. If, for whatever reason, your computer can't handle vsync, or can't run the game at exactly 60fps, it'll break spectacularly. Why should the rendering step in any way influence the physics calculations? (Most games nowadays would either slow down the game or skip frames.) On the other hand, I understand that old-school platformers on the NES and SNES depended on a fixed framerate for much of their control and physics. Why is this, and would it be possible to create a patformer in that vein without having the framerate dependency? Is there necessarily a loss of precision if you separate the graphics rendering from the rest of the engine?

Thank you, and sorry if the question was confusing.

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Here's a good explanation on why your timestep should be kept constant: http://gafferongames.com/game-physics/fix-your-timestep/

Additionally, depending on the physics engine, the system may get unstable when the timestep changes. This is because some of the data that is cached between frames is timestep-dependant. For example, the starting guess for an iterative solver (which is how constraints are solved) may be far off from the answer. I know this is true for Havok (the physics engine used by many commericial games), but I'm not sure which engine SMB uses.

There was also an article in Game Developer Magazine a few months ago, illustrating how a jump with the same initial velocity but different timesteps was achieved different max heights with different frame rates. There was a supporting anecdote from a game (Tony Hawk?) where a certain jump could be made when running on the NTSC version of the game but not the PAL version (since the framerates are different). Sorry I can't find the issue at the moment, but I can try to dig it up later if you want.

answered 2010-12-28T00:00:43.557

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