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[q]More generally, I'm confused with the relationships between the following concepts: "game frame", "drawing frame", "sim frame", FPS.[/q]
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[q]More generally, I'm confused with the relationships between the following concepts: "game frame", "drawing frame", "sim frame", FPS.[/q]
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The game tries to run simulation (actual physics) at 30 frames per second while drawing the interpolated visuals (eg what you see) of what happens at as many frames as possible.
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The game tries to run simulation (actual physics) at 30 frames per second while drawing the interpolated visuals (eg what you see) of what happens at as many frames as possible.
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A sim frame is the same thing as a game frame, a discrete simulation step. A draw frame is each time the engine redraws the screen. Usually there are a lot more drawframes than simframes per second.
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A sim frame is the same thing as a game frame, a discrete simulation step. A draw frame is each time the engine redraws the screen. Usually there are a lot more drawframes than simframes per second.
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Simulation frames are never skipped, because skipping them would break sync. Drawframes can be skipped altogether with nothing too bad happening (besides nothing being drawn, but who needs pixels anyway).
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Simulation frames are never skipped, because skipping them would break sync. Drawframes can be skipped altogether with nothing too bad happening (besides nothing being drawn, but who needs pixels anyway).
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Markers get saved in replays, so i'm not sure they are exactly user-only non-sync objects. They have to be sent over the network and afaict that happens on a frame-by-frame basis.
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But sending new marker creation just one simframe (33ms) after deletion of previous ones should be safe.
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