also, if a game relies in a complex physics engine, the physics simulations has to be done with a stable interval and FPS, which means it had to be decoupled from the rendering (which was not stable and depends on what you are drawing)
Comment on Is there any advantage to tying game logic to frame-rate?
neidu2@feddit.nl 5 months ago
Easier to code. You don’t need to worry about render interval and tick interval, as they’re both part of the game loop, resulting in a lot less code.
kinsnik@lemmy.world 5 months ago
Toes@ani.social 5 months ago
Doing this wrong is how you end up surfing on a box in Gary’s mod.
Ephera@lemmy.ml 5 months ago
To make this maybe a bit more concrete, without decoupling them, your game logic will look basically like this:
For these things to be decoupled, you suddenly need them to run at the same time, which means you suddenly have to deal with multiple threads and inconsistencies in the state and whatnot.
If you’re using a proper game engine, these things are typically largely solved for you, but especially in the 80s, you wouldn’t have game engines that you could just use.