KZ Dev Blog #1

Started by rc 3 posts 317 views

Reply on sbox.game
  1. #1
    rc
  2. #2
    GreenMan36 2,685
    [ { "text": [ { "type": "string", "attributes": {}, "string": "Tying movement to the tickrate is definitely the way to go.", "attachment": {} }, { "type": "string", "attributes": { "blockBreak": true }, "string": "\n", "attachment": {} }, { "type": "string", "attributes": {}, "string": "Tickrate is a must-have for consistency and working with delta time is garbage. Physics are nearly always tied to a simulation/tickrate (for very good reasons) and that\u0027s what movement is, physical.", "attachment": {} }, { "type": "string", "attributes": { "blockBreak": true }, "string": "\n", "attachment": {} }, { "type": "string", "attributes": { "blockBreak": true }, "string": "\n", "attachment": {} }, { "type": "string", "attributes": {}, "string": "You could always allow for a set of tickrates like 64, 128, 256. (depending on the performance) and track scores separately for each.", "attachment": {} }, { "type": "string", "attributes": { "blockBreak": true }, "string": "\n", "attachment": {} } ], "attributes": [], "htmlAttributes": {} } ]
  3. #3
    rc Started this
    [ { "text": [ { "type": "string", "attributes": {}, "string": "64 would be a fun addition to simulate \u0022vanilla\u0022 cs movement in a more accurate way. I\u0027ll keep this in mind as I continue development :)", "attachment": {} } ], "attributes": [], "htmlAttributes": {} } ]