this post was submitted on 15 Jun 2023
70 points (100.0% liked)

Gaming

30563 readers
178 users here now

From video gaming to card games and stuff in between, if it's gaming you can probably discuss it here!

Please Note: Gaming memes are permitted to be posted on Meme Mondays, but will otherwise be removed in an effort to allow other discussions to take place.

See also Gaming's sister community Tabletop Gaming.


This community's icon was made by Aaron Schneider, under the CC-BY-NC-SA 4.0 license.

founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 34 points 1 year ago (13 children)

What irks me is when game developers ties the physics engine to the framerate. We all know this will cause issues down the road, could we just.. not?

[–] [email protected] 5 points 1 year ago (2 children)

I imagine there is some reason we still see this. Any devs in the Industry lurking?

[–] [email protected] 6 points 1 year ago (1 children)

I'm not in the industry, but I've dabbled in Unity and that's just kind of how it works by default. You create a game object and it gets an Update() function that is called once per frame. You're encouraged to perform calculations and update it's position in that callback.

You're supposed to use Time.deltaTime to scale your calculations based on how long it's been since the last frame.

But that takes effort and it's very easy to just not do that and your game will still work fine in most cases.

[–] [email protected] 1 points 1 year ago

Unity also has FixedUpdate which is encouraged to be used for any physics related updates.

load more comments (10 replies)