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by rkangel
612 days ago
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> modifying character accelerations based on a fixed frame constant is far more straightforward than the methods required to work with variable time deltas For those who don't know - the reason this is hard is because of the different amounts of maths error that can accumulate between the two approaches (usually FP precision error). Doing some maths in 10 increments a tenth of the size will likely end up with a slightly different value than doing it once in a full size increment. This is particularly important in multiplayer games where multiple players need to be able to do the same calculations and get the identical result. It is not good if the world begins to diverge just because you've got different frame rates! |
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