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Would it be useful to access unmarshalled entities through interpolation?
For example, a usage might be "Hello from [MyEntity.someProperty]", where MyEntity indicates that the request body should be…
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According to the documentation of `encode_entities`: https://metacpan.org/pod/HTML::Entities#encode_entities(-$string-)
> The unsafe characters is *[sic]* specified using the regular expression cha…
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## Problem
If you set the tick rate above 60Hz, interpolated entities using the default linear interpolation will start to look very laggy, teleporting and freezing in place.
## How to reproduce
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I.e., if an entity is far away from a player's view, then it doesn't need to lerp (which causes recursive move events & lookup tree updates). Not really significant for most games, but becomes a signi…
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I am starting to think that interpolation logic is not correct.
PROBLEM 1:
Let's say that the server sends updates fairly infrequently.
Then you could have en entity getting spawned at tick 200, …
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Some possible steps for the CSG development. Grouped in one issue for now. they can be split into seperate issues when we start working on them.
* [x] **Entity selection**: currently there is no wa…
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Many rotations are poorly interpolated, including:
* Player look rotations (cinematic mode);
* Possibly: Entity & bone rotations
A poor interpolation uses a simple linear interpolation `current…
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### **Issue Description:**
When an avatar shape is given a larger distance to move, it should automatically animate like in Unity-Renderer.
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When using string interpolation in `bind-for`, e.g., `data-order="{{sortOrder}}"`, the value of `0` gets converted to an empty string, rather than returning `0`.
``` js
initialState: {
users: […
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**What problem does this solve or what need does it fill?**
When the timestep between a `PhysicsSystem` and `RenderSystem` differs (i.e. because the PhysicsSystem runs on a fixed timestep), and `Re…