3 ms·
I don't follow. You would do intersection tests every frame, right? Run the intersection tests, feed the results into the next frame calculation. Results may be
by adastra22 2y ago
I don't follow. You would do intersection tests every frame, right? Run the intersection tests, feed the results into the next frame calculation. Results may be delayed 1 frame, but at 60Hz or 120Hz that isn't really a problem.
- kllrnohj 2y agoIt is a problem. You've generated an entire impossible world state and shown it to the user before discovering it's bad and needing to rewind it. The faster your fps, the more flickery this ends up looking as you're constantly pulling back the camera or player or whatever a frame after it collided. The lower the fps, the more sluggish and unresponsive it feels. Alternatively you need to pipeline your entire world state and now you've got some pretty bad input latency