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Re:Fixed Timestep Without Interpolation by jakubtomsu on Friday October 18, 2024 @09:53AM (#41879491)
Extrapolation has some very serious drawbacks in action games which make it unusable though. You cannot just move entities forward in time by velocity*delta, because that ignores all collisions with the world. So you end up with a lot of weird jitter and ugly effects like that. And once you start adding support for things like collision while extrapolating, why not just tick the entire game;)
Re:Fixed Timestep Without Interpolation by jakubtomsu on Friday October 18, 2024 @09:54AM (#41879496)
(collisions are by far not the only issue here, it's just the first one you run into)
Re:Fixed Timestep Without Interpolation by jayd16 on Friday October 18, 2024 @12:46PM (#41881145)
> why not just tick the entire game

In a multiplayer scenario, you might not have enough information to tick the entire game. You'll probably want to extrapolate input from other users, at least.

Re:Fixed Timestep Without Interpolation by meheleventyone on Friday October 18, 2024 @04:31PM (#41883194)
On the contrary in multiplayer extrapolation is the last thing you want to do because the time to correction is long and the prediction is really coarse. It essentially results in a lot of corrections, applied late which looks and feels awful.