| ▲ | maxbond 2 days ago | |
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. | ||
| ▲ | setr 2 days ago | parent [-] | |
In that case, animation belongs to the same category as audio — it exists outside the simulation state. But I’m not 100% that’s even true; in the context of replay, I imagine it’d be more appropriately part of the sim for it to scrub properly. In the context of networked games with client-side prediction, I think it’d probably be key frames tied to logical time and intermediate frames tied to wallclock | ||