4 ms·
Exactly, and in fact it's usually not as simple as "you just work on the previous frame's data". There's a bunch of data dependencies that needs to be respected
by subb 11y ago
Exactly, and in fact it's usually not as simple as "you just work on the previous frame's data". There's a bunch of data dependencies that needs to be respected during a frame update. For example, if you update the player position wrt user input, you will want to update its animation in the same update, and also check if its not coliding with anything. Otherwise you're just lagging behind.
- jacquesm 11y agoThat's a problem only if your engine runs so slow that the changes between frames are relatively large. They shouldn't be, otherwise you'll end up with inconsistencies no matter how many sources of data you use during the calculation of the new frame. It's entirely legal to run your 'world' locally at a higher rate to resolve such issues than the display rate.