Fixed Rate Logic and Tweening

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Well some people are running logic at 10FPS and may well have fast moving objects.


Then they're doing it wrong. ;)

What I was doing was demonstrating that fixed rate tweening fails to render correctly in that scenario (and similar scenarios) unless you add in some special code to deal with it. Even if you speed up the logic and slow down the object so that it's less noticeable to the player, the error still exists, and I don't like inconsistencies like that...When it comes to visuals I'm a perfectionist and this hopefully shows in my games, I don't like "it's good enough" or "no one will notice" because *I* notice ;-)


Yeah, but as I pointed out, your demonstration is pretty much irrelevant.

Nobody in their right mind (especially someone after visual perfection) will be moving objects at up to 500px a second at a logic update rate of 10fps. It's just daft, and of course it will break.