2 ms·
I think the biggest difference is that modern games tend to be written for variable frame rates, stuffing floating point time deltas through equations. A looku
by white-flame 9y ago
I think the biggest difference is that modern games tend to be written for variable frame rates, stuffing floating point time deltas through equations.
A lookup table meshes much better with fixed frame rate gameplay, either with one entry per frame, or quantizing countdown timers of how many frames to wait to go to the next state.
- usernam 9y agoActually, modern (and not so modern) physics engines as used in games generally use a fixed time delta for each step, and just iterate faster/slower to keep the simulation in sync[1]. This is done for many reasons, but predominantly numerical stability. [1] not the full story