   Breakout Master Clone - Best overall approach?
  Hi, I am Ori.I am addicted to messing up code...Here's my story, in hope someone will save me.I've started designing a nice breakout clone with TOO MANY features.I am good with logic but when it comes to reinventing the wheel and google isn't specific or general enough I come here.I simply don't know which approach to take.I've tried the simplest [but it will bring up errors on the long run]and a more complex one, but it'll require a Pentium V+ computer to run the game on.I want this game to have an option for network play on the long run.1. Should I use time interval frame updates? I've seen some say it's a bad approach, creating laggy games.2. Should I detect collision or predict collision?If I predict collision I'll have to use equations for acceleration and bunch of other overly-complex functions for a breakout game [But then again, maybe that's what it needs]After I predict a collision I will have to update object and repredict collision all over again in the same frame...If I don't predict collision and simply detect collision I am relying on high frame rate [50 frame per sec] where a simple glitch [lag] will mess up collision.I've already programmed the prediction approach only that it still has many issues I'll need to solve.I'm just afraid that after I'm finished writing it, it'll be too slow and will drop the frame rates drastically.I'm not asking for complete answers.A tip in the general direction would suffice.How do other quality 2D games do this. What makes one game look jittery and jumpy and the other solid and smooth.Thanks in advance,Ori[Edited by - origil on December 15, 2005 11:24:06 AM]