Home

timespeed

Timespeed refers to a multiplier that scales the rate at which simulated time advances relative to real-world time. It is a concept used in computer simulations, video games, and digital animations rather than a fundamental physical quantity. When timespeed equals 1.0, one real second corresponds to one simulation second; values greater than 1.0 accelerate the passage of simulated time, while values between 0 and 1.0 slow it down or pause it at 0.

In practice, engines implement timespeed by multiplying the real-time delta (dt) by the timespeed factor to

Timespeed is a software construct rather than a physical law. It is used to control the rate

Implementation considerations include choosing a stable update strategy, handling changes in timespeed smoothly, and preventing instability

compute
the
effective
step
used
for
updates
to
physics,
animation,
and
AI.
This
approach
preserves
frame-rate
independence
and
allows
the
simulation
to
progress
at
variable
rates
without
changing
the
underlying
code
that
consumes
time.
Users
can
typically
adjust
timespeed
on
the
fly
to
fast-forward,
slow-motion,
or
pause
the
simulation
for
debugging
or
pacing.
of
simulation
time
and
is
independent
of
display
frame
rate.
In
some
engines,
changing
timespeed
requires
re-synchronizing
subsystems
(graphics,
physics,
networking)
to
preserve
determinism
and
stability.
For
networked
simulations,
a
fixed
timespeed
across
clients
is
often
important
to
maintain
consistent
world
states.
when
stepping
through
large
time
increments.
Techniques
such
as
fixed
timesteps
with
substepping,
interpolation,
and
clamping
help
maintain
accuracy
and
determinism.
Limitations
include
reduced
precision
at
very
high
speeds,
potential
desynchronization
in
multiplayer
contexts,
and
the
need
for
thorough
testing
when
timespeed
changes.