| bio | website | grom.zeminvaders.net |
|---|---|---|
| location | Australia | |
| age | 30 | |
| visits | member for | 10 months |
| seen | Aug 7 '12 at 2:20 | |
| stats | profile views | 1 |
Currently working on custom in-house intranet applications written in mostly PHP. Also experienced in Java.
|
Aug 3 |
awarded | Supporter |
|
Aug 3 |
comment |
Interpolate and collisions This is a great post, just its an answer to a different question. I'm thinking I should have had nice diagrams showing what I meant. |
|
Jul 27 |
comment |
Interpolate and collisions After more thought on this matter, I do need a much higher framerate for the physics. So then interpolate is basically only there to handle the exception where the CPU can't keep up. Or if an object is very fast moving. |
|
Jul 27 |
comment |
Interpolate and collisions Well network games (ie. Quake 3) use a low frame per second for the updates. Anyway, even if I increase it, if the physics updates are less often then the display rate this problem still happens. So my question remains. |
|
Jul 27 |
awarded | Student |
|
Jul 26 |
asked | Interpolate and collisions |
|
Jul 26 |
awarded | Autobiographer |