4 ms·
One way to avoid that problem is to use interpolation between two frames computed by the physics engine.
by Strilanc 10y ago
One way to avoid that problem is to use interpolation between two frames computed by the physics engine.
- JoshTriplett 10y agoThat can work, but take care to avoid making the controls feel laggy in that case: if the player feels like their input doesn't immediately take effect, such as because the input gets processed on a physics timestep but the player character kept moving through interpolation, the controls can feel "floaty".