Baitshop wrote:
My main concern is making sure movement is deterministic, so things like replays and speed checking are able to be calculated properly and reliably.
The way this is usually handled is to run the physics with a *fixed* time step, which is independent of the display frame rate. In that case, the physics update routine doesn't need or want a dt parameter -- you always advance the game time by the same amount, even if it's not exactly the amount of real time that has passed. Then if you want the frame rate to be higher than the physics rate, the display routine is the one that takes a dt parameter, and interpolates between two physics steps accordingly. -- Greg -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
