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jakubtomsu
searching PlanetScale…
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5 ms
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by
jakubtomsu
2y ago
(collisions are by far not the only issue here, it's just the first one you run into)
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jakubtomsu
2y ago
Extrapolation has some very serious drawbacks in action games which make it unusable though. You cannot just move entities forward in time by velocity*delta, because that ignores all collisions with the world. So you end up with a lot of we
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jakubtomsu
2y ago
that's a cool idea! However it does mean I would still have to write the interpolation code which is not fun. But it's a good way to solve the latency issue for sure. Thanks for the idea, I'll add a note to mention it somewhe
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jakubtomsu
2y ago
I switched from raylib to Sokol some time ago and it's the best. Super simple and single header C code, no dependencies, cross platform code and shaders, etc etc. I've shipped a steam game and I plan to continue using Sokol in the
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jakubtomsu
3y ago
Thank you! I also included the GPU trace from PIX just now, for the sake of completeness
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jakubtomsu
3y ago
Odin supports WASM and some people use it for games and other apps. For example Spall ( https://gravitymoth.com/spall/spall.html ) is written 100% in Odin and runs in the browser. Sokol is very nice indeed. I love it bec
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jakubtomsu
3y ago
Yeah you're right, there isn't really any anti-aliasing in the world-space pass. I made sure the text and UI have AA since that would be really bad without it. But the tanks and the terrain don't have it, because it looks wei