this post was submitted on 30 Aug 2024
180 points (98.4% liked)

Games

31810 readers
1240 users here now

Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.

Weekly Threads:

What Are You Playing?

The Weekly Discussion Topic

Rules:

  1. Submissions have to be related to games

  2. No bigotry or harassment, be civil

  3. No excessive self-promotion

  4. Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts

  5. Mark Spoilers and NSFW

  6. No linking to piracy

More information about the community rules can be found here.

founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] addie@feddit.uk 26 points 2 weeks ago (10 children)

It's in Unity, isn't it? So rather than multiplying the speeds by Time.deltaTime when you're doing frame updates, you just don't do that. Easy peasy. They've got that real "Japanese game devs from twenty years ago" vibe going.

[–] Zoboomafoo@slrpnk.net 14 points 2 weeks ago (6 children)

Or even a decade ago. Dark Souls 2 had some enemies' attack animations tied to frame rate, like the Alonne Knights. So they attacked incredibly fast on PC compared to console.

Weapon degradation was also tied to framerate :(

[–] xavier666@lemm.ee 3 points 2 weeks ago (3 children)

Minecraft has this wonderful mechanism where everything is dependent on game-tick/server-tick, which is independent of player FPS. Why do modern developers keep using FPS for game physics?

[–] Baleine@jlai.lu 3 points 2 weeks ago

Minecraft is different because it uses a client and server pattern, separating the physics and display loops completely

load more comments (2 replies)
load more comments (4 replies)
load more comments (7 replies)