Re:Game Devs Explain the Tricks Involved with Letting You Pa...
by Keyframe on Sunday April 19, 2026 @10:43AM
(#47824685)
pretty much, over the dozen or so game and rendering engines I made over the decades name mutated from tick to timestep to frame (rate) to refresh rate (hz) to tick again.. it doesn't matter as long as every system is decoupled and rendering is unbounded (if hardware/display combo supports it). This needs thinking from day one. Cool stuff you can do then is determinism, you can do independent timers which go forward, halt, backward in time, different speed multipliers over those (so some things run slower, faster, everything goes slower / faster), etc.
[ Parent
| on HN ]
There are no comments on this comment yet.