Message from @sheepzealand
Discord ID: 541020863428952064
well game devs have been using deltatime on movement vectors for more than 30 years
yet somehow bethesda forgot that
ohh im sorry im retarded
the thing with the knife damage in RE2 is a little different
as damage is not commonly stored in floating point format
so if the total damage is number of true collision checks per second
there would be a damage value * by deltatime (which would be like ~0.015)
which means you would lose a lot through rounding errors if you deltatimed it
ok, think I follow, so like the sample rate is variable so the same animation at different frame rates does different total damage?
which is why the knife is affected but not the presumably hitscan guns?
sounds like it was coded by... lazy people.
hit scan is instant aka no speed
lorne
it's basically unavoidable if that's how total damage is determined rather than a flat value for impact=true
?
i just checks what you are aiming at, as far as i know.
talking about the knife
surprise surprise layoffs at VICE ehehehhe
@AstroTorch
heres an easier way:
you can walk at 1 metre per second
you have 60fps.
deltatime = 0.016f, this number is derived from the frame rate and updated every frame, 0.016 = a division by 60.
every frame your update function calls adding your velocity vector to your position: position vector + forward vector
in this situation 1m per second would be added to your position every frame meaning you can travel at 60 metre per second
if you deltatime it this happens:
position vector + (foward vector * deltatime)
the forward vector is now scaled down so it can only add enough to the vector to allow the player to move at 1 m per sec
@sheepzealand you don't
enjoy
then could one of you change it back
@sheepzealand say thanks you dont have a daf role mate
Klaus get sie Flamwehren!
Calling the people who can fix your situation faggots.
Apparently the EU will allow visa free travel for the UK even if there's a no deal Brexit
I can make the reptiles non plural if you really want
Big brain over here. lol
but why use that method for multiplayer games... and not having a check in place ?
Goodnight fellow lornehubbers
Kys @DuctTape
which one
@AstroTorch this system is perfectly fine for movement because the vectors are float point variables that can do decimal points.
however health/damage excetera is normally stored as integers, meaning all decimal values are chucked or rounded.
so if you added a deltatime to a damage addition (multiply by 0.016) you would get a hell of a lot of rounding loss, unless your damage values where in like the 1000s
im new y r u all called lorne
@Anal Expert Kowalski because Lorne
right
Because you are Lorne
LorneTape out