Why, what are you gonna do? Post on online forums? Play some video games? Look at some funny color changing pixels that depict exxagerated voilence and think this makes you powerful agianst a truly omnipotent being? You could most likely not even beat up someone like me in real life, and I net you'll never lift as much.
You may ignore and dismiss my warnings now, but when the time comes you will finally understand. Submit to Allah while you still have the chance, for your life on this earth is only so short.
>Why, what are you gonna do? Post on online forums? Play some video games? Look at some funny color changing pixels that depict exxagerated voilence and think this makes you powerful agianst a truly omnipotent being?
Of course I am. It's not like God is capable of it. I'd like to see him try.
Time and framerate are two different things though they are obviously correlated. Tying physics to fps is like tying physics to your eye's refresh rate, which would be absolute shit. You can make physics rely on time regardless of fps but japs for some reason took decades to figure it out.
because you havent got a clue about how game physics works.
a rock falling under the influence of gravity at 60 FPS compared to 120 FPS is an entirely different calculation.
>tell me the devs are japanese without telling me they are japanese
My dude, literally EVERYONE ties physics to frames. What kind of esoteric shit are you playing where this is not the case?
No they don't, they tie it to time. So that way if FPS drops, it doesn't matter because when the next frame processes it'll take how much time has passed into account. Doing it by frames doesn't. Atop acting stupid.
Explain why you would want physics to be calculated independent of frame rate.
so then why are there plenty of games that manage to have functioning physics at unlocked framerates?
You normalize physics to framerate binding by using a timestamp AFAIK.
If you don't do this, someone with a 120hz monitor will literally have everything running 2 times faster than a conventional 60hz monitor.
Back in the day, this was O.K because the consoles were all normalized to be the same internal settings.
You can run into this issue today in modern web dev w/ webGL.
>tell me the devs are japanese without telling me they are japanese
My dude, literally EVERYONE ties physics to frames. What kind of esoteric shit are you playing where this is not the case?
No they don't, they tie it to time. So that way if FPS drops, it doesn't matter because when the next frame processes it'll take how much time has passed into account. Doing it by frames doesn't. Atop acting stupid.
Frame drops don't frick the physics, dumbass.
The point of tying physics to frames is to prevent physics frickery in the first place.
2 years ago
Anonymous
oh my god you're the dumbest mother fricker i have ever met
2 years ago
Anonymous
same to you
2 years ago
Anonymous
yes it's a given that you are the dumbest mother fricker you ever met, because you are one fricking dumb b***h
2 years ago
Anonymous
>insult insult insult
and not a single argument was made 🙂
2 years ago
Anonymous
Please stop. You seem to think "physics tied to FPS" means that FPS has a fractional effect on physics, but it's the reverse. It means that double frames cause double acceleration, so the physics are nonstandard across systems.
2 years ago
Anonymous
If you tie physics to frames, then if you experience frame drops, the entire game logic slows down. That, and if you have variable frame rate options like on a PC. Having 60fps, 120fps, etc options, the game logic and physics will run faster at certain settings than on others. To circumvent this, many devs now use the actual internal clock of the system to calculate how much time has passed since the last physics update to determine how much to move each object by. Rough example:
Game's "base speed" is 60fps, or 16.67ms between game updates
If an object's velocity value is 10 units per update. Then the game calculates the time since the last update, and moves the object by this much:
10 * (time_since_last_update/16.67)
This will move the object twice as much if the game has slowed down to half speed to make up for the slowdown for instance, or only move it by half as much if the game is updating at 120fps instead of 60fps so it doesnt move at double speed at 120fps
You forgot to mention the part how I, the player, will experience issues by playing at the framerate the game is intended to be played at.
2 years ago
Anonymous
Bro, you're literally a dumb person that can't into any meaningful context.
I know it's not an argument, but it's how I feel.
2 years ago
Anonymous
if the game's base frame rate is 60 fps and you play it at the intended framerate (which should be 60 if theyre using 60 as their baseline) then the game should run 100% the way it's supposed to. The technique should also make physics function properly at any framerate assuming they take into account all aspects (acceleration, gravity, weight, velocity) and scale them all instead of forgetting some like some games do which fricks it. And also assuming the fps doesnt drop too low without a limit. Like around 15 or less will break shit by having objects move by too much distance in one frame and make them clip through walls, so they need to put some kind of minimum cap where below 30 the game just experiences true slowdown
2 years ago
Anonymous
Can you explain to a layman what OP (original pepe) is disgruntled about?
2 years ago
Anonymous
He described it in the post you quoted wtf wake up mfer
2 years ago
Anonymous
OP is disgruntled about physics being tied to fps, in which case theres no fixes taken into account for variable framerates, so if the games "base" framerate is 60fps, and you run it at 120 for instance, objects will fall twice as fast when dropped. Thats why devs need to scale how much an object moves by dividing the base fps by the current fps. Either that, or to run physics on an entirely seperate piece of code that does run at a constant 60, and "smooth" the visual position of objects between each "frame" if the visual code is running at a rate higher than 60. The latter is the better solution, but the former solution is a way easier, hackjob way to get physics working "good enough" at variable framerates
2 years ago
Anonymous
because computers aren't that well designed. That's the last and final truth of programming.
2 years ago
Anonymous
If you tie physics to frames, then if you experience frame drops, the entire game logic slows down. That, and if you have variable frame rate options like on a PC. Having 60fps, 120fps, etc options, the game logic and physics will run faster at certain settings than on others. To circumvent this, many devs now use the actual internal clock of the system to calculate how much time has passed since the last physics update to determine how much to move each object by. Rough example:
Game's "base speed" is 60fps, or 16.67ms between game updates
If an object's velocity value is 10 units per update. Then the game calculates the time since the last update, and moves the object by this much:
10 * (time_since_last_update/16.67)
This will move the object twice as much if the game has slowed down to half speed to make up for the slowdown for instance, or only move it by half as much if the game is updating at 120fps instead of 60fps so it doesnt move at double speed at 120fps
easier to code and a lot of games where this is an issue are usually ports of games from like ps3 era or before where they weren't thinking of the possibility of it running at higher frame rates.
Because different operating systems have different issues with resting a program while timesharing so the system doesn't lock up. It's less that they chose that model and more they stuck to a model which was easy to understand and didn't produce esoteric behavior. Japanese computer architecture was separate from the west for a time, so that might be involved.
>console game port >actual gamespeed slows down if fps goes below 60 >doesnt "speed up" above 60, but things like hair/cloth physics start going faster, you fall faster etc
how do you managed to frick BOTH things up at the same time on both ends
>irl physics are tied to time
was god moronic?
If there is a God,he should live in fear of ME.
Why, what are you gonna do? Post on online forums? Play some video games? Look at some funny color changing pixels that depict exxagerated voilence and think this makes you powerful agianst a truly omnipotent being? You could most likely not even beat up someone like me in real life, and I net you'll never lift as much.
You may ignore and dismiss my warnings now, but when the time comes you will finally understand. Submit to Allah while you still have the chance, for your life on this earth is only so short.
>Why, what are you gonna do? Post on online forums? Play some video games? Look at some funny color changing pixels that depict exxagerated voilence and think this makes you powerful agianst a truly omnipotent being?
Of course I am. It's not like God is capable of it. I'd like to see him try.
Time and framerate are two different things though they are obviously correlated. Tying physics to fps is like tying physics to your eye's refresh rate, which would be absolute shit. You can make physics rely on time regardless of fps but japs for some reason took decades to figure it out.
>get close to heavy objects
>framerate drops to an absolute crawl
nice "game" godcucks
fuggggg one of the arguments I had on real life being better than games was that there was no lag
It was the only way
It was the only way to maintain consistency in causality.
because you havent got a clue about how game physics works.
a rock falling under the influence of gravity at 60 FPS compared to 120 FPS is an entirely different calculation.
so then why are there plenty of games that manage to have functioning physics at unlocked framerates?
You normalize physics to framerate binding by using a timestamp AFAIK.
If you don't do this, someone with a 120hz monitor will literally have everything running 2 times faster than a conventional 60hz monitor.
Back in the day, this was O.K because the consoles were all normalized to be the same internal settings.
You can run into this issue today in modern web dev w/ webGL.
YOU are the moron
this has to be bait. i refuse to believe anyone is actually this moronic
>>game physics are tied to the fps
tell me the devs are japanese without telling me they are japanese
>tell me the devs are japanese without telling me they are japanese
My dude, literally EVERYONE ties physics to frames. What kind of esoteric shit are you playing where this is not the case?
No they don't, they tie it to time. So that way if FPS drops, it doesn't matter because when the next frame processes it'll take how much time has passed into account. Doing it by frames doesn't. Atop acting stupid.
Explain why you would want physics to be calculated independent of frame rate.
so that frame drops/increases dont frick the physics
you fricking moron
why else
Frame drops don't frick the physics, dumbass.
The point of tying physics to frames is to prevent physics frickery in the first place.
oh my god you're the dumbest mother fricker i have ever met
same to you
yes it's a given that you are the dumbest mother fricker you ever met, because you are one fricking dumb b***h
>insult insult insult
and not a single argument was made 🙂
Please stop. You seem to think "physics tied to FPS" means that FPS has a fractional effect on physics, but it's the reverse. It means that double frames cause double acceleration, so the physics are nonstandard across systems.
You forgot to mention the part how I, the player, will experience issues by playing at the framerate the game is intended to be played at.
Bro, you're literally a dumb person that can't into any meaningful context.
I know it's not an argument, but it's how I feel.
if the game's base frame rate is 60 fps and you play it at the intended framerate (which should be 60 if theyre using 60 as their baseline) then the game should run 100% the way it's supposed to. The technique should also make physics function properly at any framerate assuming they take into account all aspects (acceleration, gravity, weight, velocity) and scale them all instead of forgetting some like some games do which fricks it. And also assuming the fps doesnt drop too low without a limit. Like around 15 or less will break shit by having objects move by too much distance in one frame and make them clip through walls, so they need to put some kind of minimum cap where below 30 the game just experiences true slowdown
Can you explain to a layman what OP (original pepe) is disgruntled about?
He described it in the post you quoted wtf wake up mfer
OP is disgruntled about physics being tied to fps, in which case theres no fixes taken into account for variable framerates, so if the games "base" framerate is 60fps, and you run it at 120 for instance, objects will fall twice as fast when dropped. Thats why devs need to scale how much an object moves by dividing the base fps by the current fps. Either that, or to run physics on an entirely seperate piece of code that does run at a constant 60, and "smooth" the visual position of objects between each "frame" if the visual code is running at a rate higher than 60. The latter is the better solution, but the former solution is a way easier, hackjob way to get physics working "good enough" at variable framerates
because computers aren't that well designed. That's the last and final truth of programming.
If you tie physics to frames, then if you experience frame drops, the entire game logic slows down. That, and if you have variable frame rate options like on a PC. Having 60fps, 120fps, etc options, the game logic and physics will run faster at certain settings than on others. To circumvent this, many devs now use the actual internal clock of the system to calculate how much time has passed since the last physics update to determine how much to move each object by. Rough example:
Game's "base speed" is 60fps, or 16.67ms between game updates
If an object's velocity value is 10 units per update. Then the game calculates the time since the last update, and moves the object by this much:
10 * (time_since_last_update/16.67)
This will move the object twice as much if the game has slowed down to half speed to make up for the slowdown for instance, or only move it by half as much if the game is updating at 120fps instead of 60fps so it doesnt move at double speed at 120fps
Skyrim and fallout 4 are examples of this and Bethesda isn't really Japanese
its easier to dev you moron
Easier to code.
easier to code and a lot of games where this is an issue are usually ports of games from like ps3 era or before where they weren't thinking of the possibility of it running at higher frame rates.
outplayed
FRICKING Spike Chunsoft
dude... just play the game at the intended framerate, lmao.
Because different operating systems have different issues with resting a program while timesharing so the system doesn't lock up. It's less that they chose that model and more they stuck to a model which was easy to understand and didn't produce esoteric behavior. Japanese computer architecture was separate from the west for a time, so that might be involved.
>why do devs do this?
why do japanese devs do this*
604187898
>Frame drops don't frick the physics, dumbass.
shit bait, not even worth a you.
Physics should be independent of rendering, frickwit
i accept your concession
Don't reply to the moron, you fricking idiots
He obviously fricked up and is trying to save face by pretending he was trolling all along
Honorabre Japanese coding, preasu underustandu
>redditfrog
Get lost, kid
hence why i didnt quote his post in mine
🙂
>Not having a variable timestep with an accumulator that lets you interpolate states
What a bunch of fricking morons
>I just learned this thing watching a youtube tutorial and now think I am le smart guy
Be professional, you fricking homosexual.
>Implying I watched a youtube video and have no idea what it means
Frick off moron, it's already been integrated in my engine. What have you done besides shitpost?
Oh yeah? *farts in your face*
show gameplay or get the frick out
>console game port
>actual gamespeed slows down if fps goes below 60
>doesnt "speed up" above 60, but things like hair/cloth physics start going faster, you fall faster etc
how do you managed to frick BOTH things up at the same time on both ends