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question about frame rate drop
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Enter the missing letter in: "Internat?onal"
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[quote][b]tim12345[/b] wrote: thanks for the answers guys! *grin* I think it is important for users to be aware of the difference between frame-dependent behaviors and frame-independent behaviors... especially when combining the 2, because you could run into some major problems as the frame-rate fluctuates. for example: if you have a game that uses just a regular frame-independent fps camera provided by coppercube, and the frame rate drops or rises, it will still take just as long to move from point a to point b but will have "choppy" movement if the frame rate drops, or a smoother movement if the frame rate rises. if you have a game that uses a very simple custom built camera that is frame-dependent, and the frame-rate drops or rises, the camera will slow down and take longer to get from point a to point b if the frame rate drops, and faster to get from point a to point b if the frame rate rises. You may have noticed this old NES games... where when too much stuff was happening at once, it would go into a "slow motion" like state. since i like to combine the two, I will cap my frame rate, and be studying fixed timesteps, to see if I can find a solution. but I am a mere javascript simpleton... so this could take a while. i'll let you know if I find a solution! *monkey*[/quote]
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