You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I tried the "underrun" example on browser and my PC had a couple of hiccups since I was compiling some code in the meantime.
Every time this happens the character gets "teleported" a long distance because the delta time between frames is never capped to a maximum amount, so it may grow huge when the browser freezes for more than a fraction of a second.
I'm not sure if this would be preferably done at the "engine" level (basically here) or if every game should decide what's its delta time cap - I'd probably go with the first but there's no right answer here.
The text was updated successfully, but these errors were encountered:
I tried the "underrun" example on browser and my PC had a couple of hiccups since I was compiling some code in the meantime.
Every time this happens the character gets "teleported" a long distance because the delta time between frames is never capped to a maximum amount, so it may grow huge when the browser freezes for more than a fraction of a second.
I'm not sure if this would be preferably done at the "engine" level (basically here) or if every game should decide what's its delta time cap - I'd probably go with the first but there's no right answer here.
The text was updated successfully, but these errors were encountered: