4 ms·
We'll have to see whether there even still _is_ a tick rate. Afaik you only need ticks if you need to simulate something in your world that needs iterative upda
by mckirk 4y ago
We'll have to see whether there even still _is_ a tick rate. Afaik you only need ticks if you need to simulate something in your world that needs iterative updates, such as objects following a complex motion that doesn't have closed-form movement equations. I can't think of anything like that in CS, so basically all the events can just happen at arbitrary times, and the server and clients will still know the world's state at any other point in time just from extrapolating from the start time.
Take e.g. grenades. So far they were updated through iterations at either 64 or 128 ticks per second, with both having a slight divergence from an actual parabola (the 64 tick variant diverging more than the 128 one), since between the ticks the moment would only be interpolated. That meant that nades were behaving differently depending on tick rate. Now, the grenade just has a start time and start vector, and you can know exactly where it is at any point in time using the closed form movement equations for an object in parabolic flight.