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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

5.9 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-fixed-time-step-vs-variable-time Fixed Time Step vs Variable Time Step 10_Wiki/Topics verified self
Game Loop
Timestep
Fixed Update
Variable Update
none A 0.95 applied
game-design
game-loop
simulation
physics
determinism
2026-05-10 pending
language framework
cpp game-loop

Fixed Time Step vs Variable Time Step

매 한 줄

"매 simulation 의 fixed Δt 의 advance, render 의 variable Δt 의 interpolate". 매 game loop 의 core decision — fixed timestep 매 deterministic physics + reproducibility 의 buy 하되 매 frame variability 의 absorb 위해 accumulator + interpolation 의 require. 2026 매 Glenn Fiedler "Fix Your Timestep!" pattern 매 Unity FixedUpdate, Unreal Tick, Bevy FixedTimestep 의 across canonical.

매 핵심

매 Fixed Timestep

  • 매 simulation 매 constant Δt (e.g. 16.67ms = 60Hz) 의 always advance.
  • Pros: Deterministic, lock-step multiplayer-friendly, stable physics.
  • Cons: 매 spiral-of-death (frame slow → catch-up → slower → ...).

매 Variable Timestep

  • 매 simulation Δt 매 wall-clock frame time 의 follow.
  • Pros: Simpler, no accumulator, no interpolation.
  • Cons: Non-deterministic, physics tunneling, replay-incompatible.

매 Semi-Fixed (Glenn Fiedler)

  • 매 fixed simulation step + accumulator + render interpolation.
  • 매 industry standard 의 2026 — Unity, Unreal, Bevy 의 default.

매 응용

  1. Physics-heavy game (driving, fighting) — fixed mandatory.
  2. Lock-step multiplayer (RTS, fighting games) — fixed + deterministic math.
  3. Casual single-player — variable acceptable.

💻 패턴

Naive variable timestep

double previous = now();
while (running) {
    double current = now();
    double dt = current - previous;
    previous = current;

    update(dt);   // 매 dt 매 frame 의 따라 fluctuate
    render();
}

Fixed timestep with accumulator

constexpr double DT = 1.0 / 60.0; // 16.67ms
double accumulator = 0.0;
double previous = now();
State current_state, previous_state;

while (running) {
    double current = now();
    double frameTime = std::min(current - previous, 0.25); // 매 spiral 의 cap
    previous = current;
    accumulator += frameTime;

    while (accumulator >= DT) {
        previous_state = current_state;
        integrate(current_state, DT);
        accumulator -= DT;
    }

    double alpha = accumulator / DT;
    State render_state = lerp(previous_state, current_state, alpha);
    render(render_state);
}

Determinism-safe integration (fixed-point)

// 매 lock-step multiplayer — float drift 의 avoid
struct Fixed64 {
    int64_t raw; // 매 32.32 fixed-point
    static constexpr int64_t SCALE = 1LL << 32;
    static Fixed64 from_double(double d) { return {(int64_t)(d * SCALE)}; }
    Fixed64 operator+(Fixed64 o) const { return {raw + o.raw}; }
    Fixed64 operator*(Fixed64 o) const { return {(raw * o.raw) >> 32}; }
};

Physics tunneling guard (continuous collision)

// 매 variable / large Δt 매 fast object 매 thin wall 의 tunnel
bool sweepAABB(AABB a, Vec2 vel, AABB b, double dt, double& tHit) {
    Vec2 inv = { vel.x ? 1.0 / vel.x : 1e30, vel.y ? 1.0 / vel.y : 1e30 };
    double tEnter = std::max(
        (b.min.x - a.max.x) * inv.x,
        (b.min.y - a.max.y) * inv.y
    );
    double tExit = std::min(
        (b.max.x - a.min.x) * inv.x,
        (b.max.y - a.min.y) * inv.y
    );
    if (tEnter > tExit || tEnter > dt || tEnter < 0) return false;
    tHit = tEnter;
    return true;
}

Unity-style separation

public class Player : MonoBehaviour {
    public float speed = 5f;

    void Update() {
        // 매 input + visuals 의 variable Δt
        float h = Input.GetAxis("Horizontal");
        // 매 input buffer 의 only X 매 visual extrapolation 의 do
    }

    void FixedUpdate() {
        // 매 physics 의 fixed Δt — Time.fixedDeltaTime
        rigidbody.MovePosition(transform.position + dir * speed * Time.fixedDeltaTime);
    }
}

Bevy fixed timestep

use bevy::prelude::*;
use bevy::time::common_conditions::on_timer;
use std::time::Duration;

fn main() {
    App::new()
        .add_plugins(DefaultPlugins)
        .insert_resource(Time::<Fixed>::from_hz(60.0))
        .add_systems(FixedUpdate, physics_step)
        .add_systems(Update, render_step)
        .run();
}

매 결정 기준

상황 Approach
Lock-step multiplayer (RTS, fighting) 매 fixed + fixed-point math 의 mandatory
Physics-heavy single-player 매 fixed + accumulator + interpolation
Casual / turn-based 매 variable timestep 의 acceptable
Replay / netcode rollback 매 fixed + deterministic
Educational / prototype 매 variable 의 simplicity

기본값: 매 Glenn Fiedler 의 fixed-with-accumulator + interpolation pattern.

🔗 Graph

🤖 LLM 활용

언제: Loop architecture sketch, accumulator boilerplate, framework migration plan. 언제 X: Hard-realtime kernel scheduling, low-level platform timer tuning.

안티패턴

  • Variable for physics: 매 driving / fighting / platformer 매 stutter + tunneling.
  • No spiral cap: 매 GPU stall 매 simulation 의 catch-up loop 의 lock.
  • Float math 의 lock-step multiplayer: 매 cross-platform desync 의 inevitable.
  • Render-state == sim-state: 매 interpolation 의 absent 매 visual stutter.

🧪 검증 / 중복

  • Verified (Glenn Fiedler "Fix Your Timestep!" 2004/2018, Unity Manual, Unreal Tick docs, Bevy book 2025).
  • 신뢰도 A+.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — Fix-Your-Timestep canonical pattern, Unity/Bevy examples