To rewind you simply snapshot state after each simulate_physics() call, then you can reset it to a…
da447m —
Not sure I understand what rewinding has to do with anything here? It is in my OP :) As an extra h…
Not sure I understand what rewinding has to do with anything here? Even with box2d you will see st…
da447m —
True, but for realistic sim we probably cannot do rewind anyway due to colossal amount of data. In…
The problem is that it won't be so simple to split it like that. If you all movements are linear -…
da447m —
If you collected all movs during physics, put them in a queue split in halves and draw the queued …
It will update physics every second frame. It won't do "half movements" every frame. Every second …
I'm not aware of compilers doing such optimization. While technically it would be possible, my gue…
da447m —
You are right, tbh my snippet was messed up, it should've been I think you won't get delayed, beca…
This is even worse with the while loop because you perform physics until the whole delta_time is c…
da447m —
But if there is a frame that for some reason takes 30ms, you'd then do physics for only 16ms and t…
I only have limited physics programming experience, so don't take what I say as "the way" to do th…
Thank you so much for the fast reply! I'm a bit new and these forums are super helpful.
Unfortunately this has been a bit broken for a while. But you can achieve what you want with a sim…
da447m —
And varying physics timestep is bad - gives nondeterministic results, often exploads in various co…
Oh sorry, my bad. Not your example, I mean something like this:
I assume if you're asking if it it makes two unrelated pointers equal, not addresses of pointers. …
But doesn't that make &ptr1 == &ptr2 expression equal to true.If the compiler can do that then why …
If compiled functions (or global variables) contains identical bytes, the linker can put only one …
Yes, produced code looks identical - but that can be de-duplicated by the linker (it will keep onl…
devirtualization means change virtual function calls (which are indirect) to direct calls - as tha…
Thanks for the answers! Compilers try as hard as they can to remove virtual functions. It is calle…
In later code HH enables vsync and measures time between frames to use for delta time. There's lar…
I added .inl to the "treat as code" section in my config.4coder file. I am quite new and couldn't …
da447m —
Why would you call physics several times instead of only once after time accumulates >= threshold?
da447m —
Thanks for the references, but I don't get what you mean by "software". In my toy I'm using sdl in…
Nobody really is making software rendered games for anything serious. So doing sleeping & timings …
I'm not sure I understand your question, but a common way (as far as I know) games works is by ren…
da447m —
Hi, at this point I'm not sure there is a sort of main loop, but according to the initial vids, th…
da447m —
Can I hijack this? :) I was thinking in something very similar because I'm really far from where C…