advice for new devs

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  • heyooo new devs here's some useful advice, instead of using delta time with your physics, create a fixed tick rate and then make the game "tick" based on deltatime accumulation, then writing your physics becomes much easier and reliable, and people playing with different framerates aren'T going to get different results, because the physics are going to be the same no matter what the framerate is, since it'S fixed, and if you think deltatime fixes this and makes the game run good, ur wrong lmao, deltatime makes physics actually really inconsistent, like if u get a spike and ur framerate dips , for that LONG frame u move a great distance compared to high fps and it just fucks like u might go through walls and stuff and it'S a nightmare, especially for multiplayer. okay thanks bye !!!

  • if u want to run ur game on a lower tickrate, u can smooth the movement by interpolating the position between the current tick and the previous tick and make the interpolation position the remaining deltatime left in the accumulator so u get the smoothest of motion and perfect consistency

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  • don'T directly move ur objects, move transparent objects that hold ur visible objects instead, that way u evade lots of consistencies with hitboxes and general wonkyness and u get to do the tip above easier because ur not setting the position of the object directly for smoothness ur setting the visible part of it relative to the invisible part holding it

    k thx bye

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