   Handling key and mouse input when using fixed timesteps for logic?
  Hi for the logic side of my program I am using fixed timesteps.And having the rendering go as fast as it can while interpolating any movement.(Assuming this is correct...)float logicTime = 0;const float logicRate = 1.0f/60.0f;float deltaTime = 0;while(gameRunning) {float lastTime = getTime();logicTime+= deltaTime;while(logicTime > logicRate) {runLogic();logicTime -= logicRate;}float interpolateAmount = logicTime / logicRate;render(interpolateAmount);deltaTime = getTime() - lastTime;} I am doing a first person style camera, e.g. strafe left, right and move backward, foreward.But I am a little confused how to handle input, especially mouse move.I am doing my calculation of the camera's pitch, yaw, or move in the runLogic().But at the moment mouse movement only works intermittently aka every 1/60 seconds. Should I be buffering the mouse move input or something?And should I also be adding some acceleration to the movement and mouse look, so that it can be interpolated when used by the render code, to make it look smooth?Also if you know of any links about this stuff, I've looking alot of stuff, but they never mention much about managing input to control movement in the logic.Thanks.   
  There are a million ways people prefer to split up the logic/rendering rates. I personally prefer using a 200 update per second logic rate (and yes, input polling is in there) and then let the renderer have at it. This lends itself well to both fast machines (which will render just as many times as there are logic updates) and slower machines, where I ensure to maintain logic granularity if the render rate is low.Edit: It should be noted that games which use a lot of time for logic updates, don't work well from a higher update rate. But in most of my games, the logic updates take less than a couple milliseconds -- ie, too fast for me to even accurately measure.   ;Quote:Original post by shadowcomplexThere are a million ways people prefer to split up the logic/rendering rates. I personally prefer using a 200 update per second logic rate (and yes, input polling is in there)Hmm that gives me an idea, I don't want my logic to be going that fast, but I could try creating a input timestep loop aswell, which does run at 200 updates per second.And have the input timestep only modify acceleration of the camera's movement, while the logic loop does the velocity and displacement.   