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Re:Fixed Timestep Without Interpolation by davexunit on Friday October 18, 2024 @09:13AM (#41879140)
It's an interesting approach because the one frame of lag introduced by the typical interpolation strategy is not ideal, but I don't think many games can make use of it. As the article states, game state needs to be in a relatively small contiguous chunk of memory with no pointers to chase. That's a very serious constraint.

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