Bevy should supply types and patterns for interpolating transforms with fixed timesteps #13773
Labels
A-Time
Involves time keeping and reporting
A-Transform
Translations, rotations and scales
C-Feature
A new feature, making something new possible
X-Contentious
There are nontrivial implications that should be thought through
What problem does this solve or what need does it fill?
When working with fixed time, the correct pattern is to mutate "gameplay position" data, then interpolate the rendered transform based on the elapsed time.
Bevy does not currently (0.14) do this by default, and does not provide the tools or learning material to do this either.
What solution would you like?
What alternative(s) have you considered?
We could add our own gameplay transform type(s), but the exact needs will vary quite a bit between game types. I think the trait is probably the right interface.
Additional context
This was raised by Otoya and explained by @inodentry here.
#13306 proposes related functionality for checking simulation time.
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