| ▲ | setr 2 days ago | |||||||
the notion of using time directly in gamedev has always confused me; it feels like the correct answer should be to simply have a notion of turns, and a real-time game simply iterates over turns automatically. And then so many turns are executed per second It's a simulation; why should clock time be involved to begin with? The only things that should care about clock time are those that exist outside the sim, e.g audio | ||||||||
| ▲ | maxbond 2 days ago | parent [-] | |||||||
Simulation can proceed in logical time but animation is necessarily tied to wall clock time in order to be perceived as smooth and consistent by a human viewer. | ||||||||
| ||||||||