Timeline for How do games with a low tickrate but high framerate work?
Current License: CC BY-SA 3.0
6 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Apr 21, 2017 at 17:44 | history | tweeted | twitter.com/StackGameDev/status/855477352998088704 | ||
Apr 17, 2017 at 17:42 | vote | accept | Wingblade | ||
Apr 17, 2017 at 14:44 | answer | added | Bálint | timeline score: 2 | |
Apr 17, 2017 at 14:27 | comment | added | DH. | The ticks from the server don't affect the basic player interactions like moving around. You have both client and server side code running in Minecraft, even on singleplayer, it's a bad example. | |
Apr 17, 2017 at 14:25 | comment | added | Almo♦ | Interpolation and client-side prediction. FPSs use this too. | |
Apr 17, 2017 at 14:13 | history | asked | Wingblade | CC BY-SA 3.0 |