3 ms·
Simulation can proceed in logical time but animation is necessarily tied to wall clock time in order to be perceived as smooth and consistent by a human viewer.
by maxbond 6mo ago
Simulation can proceed in logical time but animation is necessarily tied to wall clock time in order to be perceived as smooth and consistent by a human viewer.
- setr 6mo agoIn that case, animation belongs to the same category as audio — it exists outside the simulation state. But I’m not 100% that’s even true; in the context of replay, I imagine it’d be more appropriately part of the sim for it to scrub properly. In the context of networked games with client-side prediction, I think it’d probably be key frames tied to logical time and intermediate frames tied to wallclock