Open znichola opened 1 month ago
This was semi solved here a67b0fa47f6102523ae725294d73ea3d037de53b but I'm not happy with how it was done, so idk about closing this. The implementation feels unfinished and how quite right. The issue is that when the timestep is too large, it's just not possible to keep smooth movement because the calculation time is long, and there is no way to jump the simulation forward, (it's derived, and can't be predicted, like you could with linear movement for instance.
The frame rate should not dictate the physics tick rate, it's not the 90s. To do this: