Managing Different Update Frequencies

What's the best way to handle objects that need to update at different frequencies?

Handling objects with different update frequencies is a common challenge in game development. Here are some strategies to manage this effectively:

Delta Time and Accumulation

Use delta time and accumulate it for each object. When the accumulated time reaches the object's update interval, perform the update.

#include <iostream>
#include <memory>
#include <vector>

class GameObject {
public:
  GameObject(float updateInterval) :
    updateInterval(updateInterval) {}

  virtual void Tick(float deltaTime) {
    accumulatedTime += deltaTime;
    if (accumulatedTime >= updateInterval) {
      Update();
      accumulatedTime -= updateInterval;
    }
  }

  virtual void Update() = 0;

private:
  float updateInterval;
  float accumulatedTime{0};
};

class FastObject : public GameObject {
public:
  FastObject() : GameObject(0.016f) {} // 60 FPS
  void Update() override {
    std::cout << "Fast object updated\n";
  }
};

class SlowObject : public GameObject {
public:
  SlowObject() : GameObject(1.0f) {} // 1 FPS
  void Update() override {
    std::cout << "Slow object updated\n";
  }
};

int main() {
  std::vector<std::unique_ptr<GameObject>>
    objects;
  objects.push_back(
    std::make_unique<FastObject>());
  objects.push_back(
    std::make_unique<SlowObject>());

  float deltaTime = 0.016f; // Assume 60 FPS
  for (int frame = 0; frame < 120; ++frame) {
    for (auto& obj : objects) {
      obj->Tick(deltaTime);
    }
  }

  return 0;
}

Update Groups

Group objects by their update frequency and tick each group separately.

class World {
public:
  void AddObject(
    std::unique_ptr<GameObject> obj,
    UpdateFrequency freq) {
    switch (freq) {
    case UpdateFrequency::EveryFrame:
      everyFrameObjects.push_back(
        std::move(obj));
      break;
    case UpdateFrequency::Every10Frames:
      every10FramesObjects.push_back(
        std::move(obj));
      break;
    // Add more cases as needed
    }
  }

  void TickAll(int frameCount) {
    for (auto& obj : everyFrameObjects) {
      obj->Tick();
    }
    if (frameCount % 10 == 0) {
      for (auto& obj : every10FramesObjects) {
        obj->Tick();
      }
    }
    // Add more update groups as needed
  }

private:
  std::vector<std::unique_ptr<GameObject>>
    everyFrameObjects;
  std::vector<std::unique_ptr<GameObject>>
    every10FramesObjects;
};

Fixed Timestep

Implement a fixed timestep system that allows objects to update at multiples of a base timestep.

#include <chrono>
#include <thread>

class FixedTimestepWorld {
public:
  void Run() {
    const double dt = 1.0 / 60.0;
    // 60 FPS base timestep
    double currentTime = GetTime();
    double accumulator = 0.0;

    while (true) {
      double newTime = GetTime();
      double frameTime = newTime - currentTime;
      currentTime = newTime;

      accumulator += frameTime;

      while (accumulator >= dt) {
        TickAll(dt);
        accumulator -= dt;
      }

      Render();
    }
  }

private:
  double GetTime() {
    using namespace std::chrono;
    return duration_cast<duration<double>>(
        system_clock::now().time_since_epoch())
      .count();
  }

  void TickAll(double dt) {
    for (auto& obj : objects) { obj->Tick(dt); }
  }

  void Render() {
    // Render game objects
  }

  std::vector<std::unique_ptr<GameObject>> objects;
};

These strategies allow you to manage objects with different update frequencies while maintaining a smooth and consistent game loop. Choose the approach that best fits your game's architecture and performance requirements.

Ticking

Using Tick() functions to update game objects independently of events

Questions & Answers

Answers are generated by AI models and may not have been reviewed. Be mindful when running any code on your device.

The Need for Ticking in Game Development
Why do we need to implement ticking instead of just updating objects when events occur?
Managing Object Ticking Order
How can we ensure that objects are ticked in a specific order to avoid dependency issues?
Optimizing Ticking for Large Object Counts
How can we optimize ticking for a large number of objects without sacrificing performance?
Implementing Multi-threaded Ticking
Is it possible to implement a multi-threaded ticking system for better performance on multi-core processors?
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