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Re: Direction of Linux games...
Steve Baker wrote:
> Having fully variable frame rate is *NOT* without problems though.
What I don't get is why people support variable framerates when
there's a multiplayer possibility -- and currently there is with
about every new game. If you're writing physics to progress with
the framerate, then won't you run into problems when you try to
purge a simple client/server model out of it, where the server
runs at a fixed 20 Hz or something ? Granted, it's easier to
fit a fixed timestep into variable code than vice versa, but why
bother, usually single player games are implemented as
"just one client C/S with server running on client machine", ie
local loopback, right ?
Unless you can draw interpolating frames that will indeed give
you jumpy frames (temporal aliasing, basically), but at least
the game will progress at fixed rates (ie you have 20 hz because
that's how the server ticks, not because of refresh rates)...
Am I missing something obvious ??
Bert
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