|
|
|
|
|
by robrtsql
1420 days ago
|
|
> Physics interpolation in 3D This is huge. Initially, Godot didn't support any interpolation, which meant you either ignore fps altogether (and your game literally plays slower, and therefore differently, if the game slows down from 60 to 30 fps), or you move physics code to the _physics_process() and suffer from stutter/jitter because the physics code and the rendering code slowly drift out of sync. Amazing! EDIT: I forgot to mention the _third_ possiblity, which is that you write a bunch of custom code in GDScript or C++ which attempts to do the interpolation. |
|
Placing a camera under the control of a physics node is just the way most people do it because they don't know any better. Decoupling an object's physics representation from visual representation is something many devs never learn, and they pay the price with frustrating visual stuttering under any engine -- as I did for many, many months back in the day under Unity until figuring it all out.
I'm looking forward to playing with the new baked-in physics interpolation (albeit only for 3D so far) with 3.5, but this has been easy to implement in 3.x for anyone familiar with "get_physics_interpolation_fraction".