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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
187 lines
5.9 KiB
Markdown
187 lines
5.9 KiB
Markdown
---
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id: wiki-2026-0508-fixed-time-step-vs-variable-time
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title: Fixed Time Step vs Variable Time Step
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Game Loop, Timestep, Fixed Update, Variable Update]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.95
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verification_status: applied
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tags: [game-design, game-loop, simulation, physics, determinism]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: cpp
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framework: game-loop
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---
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# Fixed Time Step vs Variable Time Step
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 Fixed Timestep
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- 매 simulation 매 constant Δt (e.g. 16.67ms = 60Hz) 의 always advance.
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- **Pros**: Deterministic, lock-step multiplayer-friendly, stable physics.
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- **Cons**: 매 spiral-of-death (frame slow → catch-up → slower → ...).
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### 매 Variable Timestep
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- 매 simulation Δt 매 wall-clock frame time 의 follow.
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- **Pros**: Simpler, no accumulator, no interpolation.
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- **Cons**: Non-deterministic, physics tunneling, replay-incompatible.
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### 매 Semi-Fixed (Glenn Fiedler)
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- 매 fixed simulation step + accumulator + render interpolation.
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- 매 industry standard 의 2026 — Unity, Unreal, Bevy 의 default.
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### 매 응용
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1. Physics-heavy game (driving, fighting) — fixed mandatory.
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2. Lock-step multiplayer (RTS, fighting games) — fixed + deterministic math.
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3. Casual single-player — variable acceptable.
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## 💻 패턴
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### Naive variable timestep
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```cpp
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double previous = now();
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while (running) {
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double current = now();
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double dt = current - previous;
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previous = current;
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update(dt); // 매 dt 매 frame 의 따라 fluctuate
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render();
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}
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```
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### Fixed timestep with accumulator
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```cpp
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constexpr double DT = 1.0 / 60.0; // 16.67ms
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double accumulator = 0.0;
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double previous = now();
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State current_state, previous_state;
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while (running) {
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double current = now();
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double frameTime = std::min(current - previous, 0.25); // 매 spiral 의 cap
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previous = current;
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accumulator += frameTime;
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while (accumulator >= DT) {
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previous_state = current_state;
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integrate(current_state, DT);
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accumulator -= DT;
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}
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double alpha = accumulator / DT;
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State render_state = lerp(previous_state, current_state, alpha);
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render(render_state);
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}
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```
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### Determinism-safe integration (fixed-point)
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```cpp
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// 매 lock-step multiplayer — float drift 의 avoid
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struct Fixed64 {
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int64_t raw; // 매 32.32 fixed-point
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static constexpr int64_t SCALE = 1LL << 32;
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static Fixed64 from_double(double d) { return {(int64_t)(d * SCALE)}; }
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Fixed64 operator+(Fixed64 o) const { return {raw + o.raw}; }
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Fixed64 operator*(Fixed64 o) const { return {(raw * o.raw) >> 32}; }
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};
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```
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### Physics tunneling guard (continuous collision)
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```cpp
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// 매 variable / large Δt 매 fast object 매 thin wall 의 tunnel
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bool sweepAABB(AABB a, Vec2 vel, AABB b, double dt, double& tHit) {
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Vec2 inv = { vel.x ? 1.0 / vel.x : 1e30, vel.y ? 1.0 / vel.y : 1e30 };
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double tEnter = std::max(
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(b.min.x - a.max.x) * inv.x,
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(b.min.y - a.max.y) * inv.y
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);
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double tExit = std::min(
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(b.max.x - a.min.x) * inv.x,
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(b.max.y - a.min.y) * inv.y
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);
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if (tEnter > tExit || tEnter > dt || tEnter < 0) return false;
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tHit = tEnter;
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return true;
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}
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```
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### Unity-style separation
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```csharp
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public class Player : MonoBehaviour {
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public float speed = 5f;
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void Update() {
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// 매 input + visuals 의 variable Δt
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float h = Input.GetAxis("Horizontal");
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// 매 input buffer 의 only X 매 visual extrapolation 의 do
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}
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void FixedUpdate() {
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// 매 physics 의 fixed Δt — Time.fixedDeltaTime
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rigidbody.MovePosition(transform.position + dir * speed * Time.fixedDeltaTime);
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}
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}
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```
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### Bevy fixed timestep
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```rust
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use bevy::prelude::*;
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use bevy::time::common_conditions::on_timer;
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use std::time::Duration;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.insert_resource(Time::<Fixed>::from_hz(60.0))
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.add_systems(FixedUpdate, physics_step)
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.add_systems(Update, render_step)
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.run();
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| Lock-step multiplayer (RTS, fighting) | 매 fixed + fixed-point math 의 mandatory |
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| Physics-heavy single-player | 매 fixed + accumulator + interpolation |
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| Casual / turn-based | 매 variable timestep 의 acceptable |
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| Replay / netcode rollback | 매 fixed + deterministic |
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| Educational / prototype | 매 variable 의 simplicity |
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**기본값**: 매 Glenn Fiedler 의 fixed-with-accumulator + interpolation pattern.
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## 🔗 Graph
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- 부모: [[Game Loop]]
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- 변형: [[Rollback Netcode]]
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- 응용: [[Physics]] · [[Beat Saber]]
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## 🤖 LLM 활용
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**언제**: Loop architecture sketch, accumulator boilerplate, framework migration plan.
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**언제 X**: Hard-realtime kernel scheduling, low-level platform timer tuning.
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## ❌ 안티패턴
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- **Variable for physics**: 매 driving / fighting / platformer 매 stutter + tunneling.
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- **No spiral cap**: 매 GPU stall 매 simulation 의 catch-up loop 의 lock.
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- **Float math 의 lock-step multiplayer**: 매 cross-platform desync 의 inevitable.
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- **Render-state == sim-state**: 매 interpolation 의 absent 매 visual stutter.
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## 🧪 검증 / 중복
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- Verified (Glenn Fiedler "Fix Your Timestep!" 2004/2018, Unity Manual, Unreal Tick docs, Bevy book 2025).
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- 신뢰도 A+.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — Fix-Your-Timestep canonical pattern, Unity/Bevy examples |
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