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Make a catchup multiplier on movement to compensate for framerate lag. Record the time since last frame, and multiply movement rate by that, divided by expectedDelay.
The text was updated successfully, but these errors were encountered:
Does not work in current system! Collision must (if player movement > 1/2_sizeOfCube) also check for collisions in path between player new and old points. If any collisions, return to that object's position, then move towards old pos by 1/2_sizeOfCube
Limited max speed to only be half a cube, fixing the above but meaning players can glide on dead slow machines (not a concern at this point). Still need to apply to camera movement.
Make a catchup multiplier on movement to compensate for framerate lag. Record the time since last frame, and multiply movement rate by that, divided by expectedDelay.
The text was updated successfully, but these errors were encountered: