this post was submitted on 30 Aug 2024
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[–] addie@feddit.uk 26 points 2 months ago (10 children)

It's in Unity, isn't it? So rather than multiplying the speeds by Time.deltaTime when you're doing frame updates, you just don't do that. Easy peasy. They've got that real "Japanese game devs from twenty years ago" vibe going.

[–] Zoboomafoo@slrpnk.net 14 points 2 months ago (6 children)

Or even a decade ago. Dark Souls 2 had some enemies' attack animations tied to frame rate, like the Alonne Knights. So they attacked incredibly fast on PC compared to console.

Weapon degradation was also tied to framerate :(

[–] xavier666@lemm.ee 3 points 2 months ago (3 children)

Minecraft has this wonderful mechanism where everything is dependent on game-tick/server-tick, which is independent of player FPS. Why do modern developers keep using FPS for game physics?

[–] Baleine@jlai.lu 3 points 2 months ago

Minecraft is different because it uses a client and server pattern, separating the physics and display loops completely

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