Új hozzászólás Aktív témák
-
MasterMark
titán
válasz l.skywalker #6016 üzenetére
Kivszem a lényeget:
"[...] we decouple our simulation updates from game ticks (your render framerate). Regardless of render framerate, clients and servers always update movement, physics, and other related systems with a fixed timestep: exactly 128 times per second."
"Shown above, a client running at 60 FPS will simulate multiple movement ticks per frame, while a higher frameright client might blend a single simulation update across multiple frames. We simulate slightly into the future (e.g. move #408) as needed to make sure we know exactly where the client will be at frame boundaries. We then linearly interpolate the state of the world within a move update to draw things exactly where they should be when the frame is rendered."
Switch Tax