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Latest jitter Activity

You need to snapshot position and velocity, and forward that. When playing back, you need to simulate using that same position and velocity. This will let you put entities in the “right” place no matter what the rendering frame rate is.

The draw-back is that you will render entities in positions tha…

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Hmm… Okay, I think that I see what you're saying, indeed. Thank you for the explanation!

That said, thus far movement has felt nicely smooth. I'm thus hesitant to rework things on the basis that an issue might appear.

Still, I might give it further consideration at a later stage!

As to other objects, …

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