1 hour ago, Josheir said:Well it's interesting I think. Both programs (mine and your sample) work smoothly. I'm interested in why (more feedback from you.) By running on the draw side you mean that their code for SFML drawing already uses interpolation? Thanks also for those great tips and the excellent code sample.
Have a super Labor Day weekend,
Josheir
Hello Josheir,
What I meant was that you're seeing smooth motion on your program because you're using interpolation in your code, otherwise you're running the render frames very close to your refresh rate. Video cards can lock applications to run in VSYNC so I don't have enough information to go on, but in most cases when you run any game loop with a variable frame rate not locked down, you will never get smooth motion unless you use interpolation, or extrapolation without locked rates.
If you toggle off all your interpolation code (only draw based on actual positions), run something like FRAPS so you can report back the FPS you're getting. It's extremely odd to get smooth motion unless something is capping your FPS close to your refresh rate.
Other methods people use to get smooth fps in their loops would be rendering at same rate as your refresh rate, example 60 FPS for 60 hertz, or just use VSYNC so it matches your monitor refresh.
SFML does not handle interpolation by default.
Have a great long weekend as well, let me know what FRAPS shows.