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Re: Smooth animation
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Re: Smooth animation


  • Subject: Re: Smooth animation
  • From: Jake Repp <email@hidden>
  • Date: Thu, 12 Dec 2002 11:27:15 -0800

Great information provided already (Thanks Douglas) but I would also like to add that an animations perception of smoothness can also depend on how you are integrating your time delta. In OSX the rendering engine text and image compositing are actually extremely fast.

Say your object has a basic structure of:

typedef struct RenderObject
{
float pos[2], vel[2];
};

pos[0] = 0.f; pos[1] = screenHeight/2.f;
vel[0] = 1.f; vel[1] = 0.f;

You may currently be trying to do:

// render is called from a NSTimer
- (void) render:
{
pos[0] += vel[0];
}

But you should give this a try:

// pass in the delta time as a fraction of seconds
// since the last render pass
- (void) render: (float) delta
{
pos[0] += vel[0] * delta;
}

This may help to stabilize your animation by actually integrating the motion over time.

-jake

On Tuesday, December 10, 2002, at 10:57 AM, Arthur VIGAN wrote:

Hi,

I am working on a quite simple screen saver which print a text on the screen and translate it in the limits os the screen. The process used to move it is very simple: every 1/50 of a second, I redraw the text one pixel on the left of its previous position. The problem is that this kind of animation is choppy. What could I do to make it smoother? I think that I need to change the method of drawing, but I don't know what better I can do. Maybe OpenGL, but I am not very interested in using 3D. What else?

Thanks in advance,

Arthur
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References: 
 >Smooth animation (From: Arthur VIGAN <email@hidden>)

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