3 ms·
> Physics are always tied to framerate Why does it have to be like this? I would think the more robust approach would be to decouple the simulation from the re
by ufo 11y ago
> Physics are always tied to framerate
Why does it have to be like this? I would think the more robust approach would be to decouple the simulation from the rendering and display interpolated frames if the renderer framerate is higher than the simulation framerate.
- hacker_9 11y agoWhilst it's nice to think in separate concepts such as 'physics' and 'rendering', in reality all these things are tightly coupled together in code. For example collisions inform physics which informs collisions which informs animations etc. Also with memory being so scarce in AAA games you have to evaluate the cost of using separate threads for different actions, which leads to problems of resource sharing, deadlocks, syncing of update/render loops etc. Bungie did a talk on their multi threaded renderer for Destiny. Google it if you want to see how complex the design can get, and how it affects the whole game process.
- ufo 11y agoThanks. Apparently fallout4 has a bunch of bugs on higher-end PCs because and I was wondering why they would couple things like that. I guess the harsh restrictions of gamedev explain it a bit then... btw, I think this is the video the parent mentioned, in case anyone is interested: https://www.youtube.com/watch?v=0nTDFLMLX9k https://www.youtube.com/watch?v=0nTDFLMLX9k
- lispit 11y agoMany engines do exactly that. http://gafferongames.com/game-physics/fix-your-timestep/ http://gafferongames.com/game-physics/fix-your-timestep/