RE: How do you write tests if you aren't sure what the result should be?
"Amir Kolsky" <[email protected]>
| Newsgroups | gmane.comp.programming.test-driven-development |
|---|---|
| Message-ID | <[email protected]> |
One more question regarding the actual calculation. The question that comes to mind is "what is the trigger that causes the penguin to be rendered on the screen?" Is there some internal timer? External timer? In either case, if we separate the drawing trigger from the actual drawing, then the calculation becomes. Dt = prevTime - now() And X = prevX + incrementX(dt) (based on whichever factors you want to take into account when moving, deceleration, friction, etc.). The frame rate does not play into this calculation at all. What am I missing? -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Esko Luontola Sent: Monday, February 18, 2013 12:10 PM To: [email protected] Subject: Re: [TDD] How do you write tests if you aren't sure what the result should be? Ron Jeffries wrote on 17.2.2013 13:39: > OK, well, he's moving 15 per tick. But now on the new iPad I get 60 ticks and he should move about half that. > I should generalize this. > Hm, well, I want him to go 900 pixels in 2 seconds. That's 450 pixels per second. > Um, maybe if I just read out the actual time since last time I can use that. > So I'll save time in timeThen and read time now and difference them. If we happen to have some domain knowledge of game development and common patterns in game design, we might decide to decouple the physics time step from the frame rate [1] and use a fixed time step for the physics, to keep the physics calculations deterministic. For example the game Supreme Commander (2007) does its physics calculations at 10 fps, as said in [2]: "Take a look at the video if you haven't already. What frame rate do you think the game is running at? The correct answer is 10 frames per second. Wait, what? It looks far smoother than 10 fps you say! It is and it isn't. The game is actually running at two separate frame rates." To make the visuals update at a smoother pace, the game state is interpolated to match the frame rate. There are various techniques for interpolating/dead reckoning [3][4], but that's a whole nother story. [1] http://gafferongames.com/game-physics/fix-your-timestep/ [2] http://www.altdevblogaday.com/2011/07/09/synchronous-rts-engines-and-a-tale- of-desyncs/ [3] http://www.gamasutra.com/view/feature/3230/dead_reckoning_latency_hiding_for _.php [4] http://www.gamedev.net/page/resources/_/technical/multiplayer-and-network-pr ogramming/targeting-a-variation-of-dead-reckoning-r1370 -- Esko Luontola www.orfjackal.net ------------------------------------ Yahoo! Groups Links ------------------------------------ Yahoo! Groups Links <*> To visit your group on the web, go to: http://groups.yahoo.com/group/testdrivendevelopment/ <*> Your email settings: Individual Email | Traditional <*> To change settings online go to: http://groups.yahoo.com/group/testdrivendevelopment/join (Yahoo! ID required) <*> To change settings via email: [email protected] [email protected] <*> To unsubscribe from this group, send an email to: [email protected] <*> Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/