Is it possible to create smooth movement of objects across screen?

Hi guys,

Have you tried adding fps = 60 in your config.lua. It may help. 

Default is 30fps.

burhan

You should not have to do that to get a smooth transition. 30 fps is more than your eyes can detect so it should be smooth.

Correct. No matter if 30 or 60 fps the transition still has this jitter.

Look smooth to me, folks. Where are you seeing the jitter? On device, or simulator?

 It can be seen both on device and on simulator - you just have to look closely around the edges of the circle and

you can see that the pixels are shaking slightly.

Both. Did you look at the video linked above? Do you consider that smooth or are you saying on your end it’s different than the video and it’s smooth?

The DB preview isn’t working for me, so I have to go off of my devices and simulator. 

If you say there is jitter, I’m not going to contradict you. I guess my eyeballs are just no good. 

@element_skate You are talking about the pixels on the edges? That’s because it’s not anti aliased. You can see when it’s not moving that the circle has jagged edges. That’s another well know thing with shapes. If you rotate a rect you will get the same. Why you get the changing pixels on the edges is because your positions in transition are not rounded and you ge positioning between pixels. This causes the engine to average the pixels differently and thus you get different edges. You should be using images with smooth edges for this.

I thought you were talking about the fact that the whole movement is not smooth as evidenced in your video and my test, the transition actually freezes for a split second on random frames and then jumps to the correct position. This is more obvious if you transition something that covers most of the screen like a background scene or image.

No to the first one and yes - I am talking about the second thing - the overall movement in the video, the freezing and stutter. I just told Panc software to look closely for the circle because it’s evident there as well

I just made a quick test about this and this is why it happens. This is a print out of frame times. I know someone is going to tell me that print statement skews the result but I think in this case it doesn’t it’s just the way it is:

time,  diff

116 
125  9
155  30
186  31
218  32
247  29
267  20
295  28
325  30
357  32
389  32
423  34
455  32
481  26
521  40
549  28
559  10

595  36
625  30
657  32
690  33
721  31
749  28
779  30
809  30
859  50
887  28

923  36
955  32
989  34
1016  27
1047  31
1075  28
1110  35
1122  12

1152  30
1186  34
1216  30
1248  32
1281  33
1309  28
1341  32
1371  30
1403  32
1423  20
1449  26
1489  40

1516  27
1542  26
1573  31
1609  36
1637  28
1667  30
1723  56
1746  23

1777  31
1807  30
1841  34
1871  30
1903  32
1934  31
1963  29
1983  20
2011  28
2041  30
2073  32
2104  31
2144  40
2166  22

2197  31
2237  40
2261  24
2276  15

2312  36
2338  26
2370  32
2405  35
2431  26
2471  40
2497  26
2525  28
2573  48

2603  30
2639  36
2665  26
2697  32
2733  36

Okay, this seems like a fundamental problem of game development.

You can see it in this game also:

( the buildings at the back )

https://www.youtube.com/watch?v=DrHLuLbDDKs

Seems like in Unity they have the same problem.

http://s3.amazonaws.com/picobots/assets/unity/jerky-motion/JerkyMotion.html

http://answers.unity3d.com/questions/275016/updatefixedupdate-motion-stutter-not-another-novic.html

I don’t know if it’s even fixable. But it’s so strange that such a simple animation cannot be smooth enough.