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Description
This issue is very similar to #6 in that ideally, this system shouldn't use "interpolated logic" but instead implement its own update loop that makes better use of the timescale system in a more organic manner.
The timescale variable was introduced in v3.0, but it is heavily underused.
I would likely create a separate issue once we reach the point of implementing a custom update loop, as it involves many more aspects than just 60fps or asynchronous networking for multiplayer alone.
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