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by danhau
63 days ago
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The slowing down thing sounds like a hack needed for engines that don’t give you control over the main loop. I haven’t tried this yet, but for a custom engine I would introduce a second delta time that is set to 0 in the paused state. Multiplying with the paused-dt „bakes in“ the pause without having to sprinkle ifs everywhere. Multiplying with the conventional dt makes the thing happen even when paused (debug camera, UI animations). |
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Also there's a need for different time domains - like imagine, in a paused state the menu animations still need to play, or if the player enters a conversation, the game logic needs to pasue (depending on designer intent etc.)