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fix!: replace the gSecondsSinceLastFrame_WorldTime use by the
gSecondsSinceLastFrame_RealTime This is quite a conceptual change: the physics are calculated not depending on what we think is the inner game clock, but depending on what we think is the external real clock. Theoretically this should be a worse choice, as we calculate physics for the game world with its own world clock. But the preliminary tests show a better stability of the physics simulation when the game time is strongly slowed, when the fps are high (for example 100+), and of course with a combination of both. My hypothesis for this better physics simulation is that the inner game clock has a larger error margin / a larger deviation than the real world clock, and that this causes artifacts in the physics simulation. Players tests will indicate if this is a choice to keep.
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