3 ms·
Like most "difficult" problems it's only difficult when you don't design for it from the start (including when you inherit design decisions by choosing a pre-ma
by account42 7mo ago
Like most "difficult" problems it's only difficult when you don't design for it from the start (including when you inherit design decisions by choosing a pre-made engine). If you design things properly you will have different time contexts for things inside the game simulation and UI - and that's useful even without pause as you'll generally want to control the timescales for those separately.