Fire Power ain't running with 50fps but no one cares 'cuz game is fast-paced anyway. It's needed for netplay anyway.
There are two ways to implement this. Let's assume that we need to skip 3 frames:
Process everything with 3x bigger deltas - vehicle moves 3x further, then turret rotates 3x further, then projectile moves 3x further. Everything would be done with same steer requests and precise movements wouldn't be possible. Not so fair.
Process everything in a 3x for-loop - vehicle moves one time, then turret one time, then projectile, then there goes projectile for another run. It's more fair but needs a bit different bob management so that they'll be drawn only during last logic pass.
I'll go with 2. I'll try to capture steer requests during vblank and put them on list, so that every frame would be processed with corresponding player intents - precise movements should be still possible. Also steer request list should be compatible with net protocol if it's gonna send just other player's steering between frames.
Fire Power ain't running with 50fps but no one cares 'cuz game is fast-paced anyway. It's needed for netplay anyway.
There are two ways to implement this. Let's assume that we need to skip 3 frames:
I'll go with 2. I'll try to capture steer requests during vblank and put them on list, so that every frame would be processed with corresponding player intents - precise movements should be still possible. Also steer request list should be compatible with net protocol if it's gonna send just other player's steering between frames.