3 ms·
for our game dev project in undergrad we built an rts game as our capstone, and we used the "slow stuff down" trick - except different systems had different clo
by yawnxyz 6mo ago
for our game dev project in undergrad we built an rts game as our capstone, and we used the "slow stuff down" trick - except different systems had different clock/time systems! and so some things were still running while it was paused, which led to some weird side effects (eg money glitch)
i did the thing you're "not supposed to do" and attached everything to a world clock so everything ran at like 60fps in terms of events, so it was a real-time "turn based" system