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submitted 3 weeks ago by simple@lemm.ee to c/games@lemmy.world
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[-] addie@feddit.uk 26 points 3 weeks ago

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 3 weeks ago

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 3 weeks ago

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?

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

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