can't stand the idea of 10 nanoseconds less than 66 ticks per second
This commit is contained in:
parent
6caa273623
commit
54bf0358d6
@ -10,7 +10,8 @@ pub struct PhysicsState {
|
||||
pub body: Body,
|
||||
//pub contacts: Vec<RelativeCollision>,
|
||||
pub time: TIME,
|
||||
pub strafe_tick_period: TIME,
|
||||
pub strafe_tick_num: TIME,
|
||||
pub strafe_tick_den: TIME,
|
||||
pub tick: u32,
|
||||
pub mv: f32,
|
||||
pub walkspeed: f32,
|
||||
@ -26,7 +27,7 @@ const CONTROL_JUMP:u32 = 0b01000000;//temp
|
||||
impl PhysicsState {
|
||||
//delete this, we are tickless gamers
|
||||
pub fn run(&mut self, time: TIME, control_dir: glam::Vec3, controls: u32){
|
||||
let target_tick = (time/self.strafe_tick_period) as u32;//100t
|
||||
let target_tick = (time*self.strafe_tick_num/self.strafe_tick_den) as u32;
|
||||
//the game code can run for 1 month before running out of ticks
|
||||
while self.tick<target_tick {
|
||||
self.tick += 1;
|
||||
@ -58,7 +59,7 @@ impl PhysicsState {
|
||||
}
|
||||
}
|
||||
|
||||
self.body.time=target_tick as TIME*self.strafe_tick_period;
|
||||
self.body.time=target_tick as TIME*self.strafe_tick_den/self.strafe_tick_num;
|
||||
}
|
||||
|
||||
//delete this
|
||||
@ -69,7 +70,7 @@ impl PhysicsState {
|
||||
|
||||
fn next_strafe_event(&self) -> Option<EventStruct> {
|
||||
return Some(EventStruct{
|
||||
time:(self.time/self.strafe_tick_period+1)*self.strafe_tick_period,
|
||||
time:(self.time*self.strafe_tick_num/self.strafe_tick_den+1)*self.strafe_tick_den/self.strafe_tick_num,
|
||||
event:crate::event::EventEnum::StrafeTick
|
||||
});
|
||||
}
|
||||
|
@ -299,7 +299,8 @@ impl strafe_client::framework::Example for Skybox {
|
||||
},
|
||||
time: 0,
|
||||
tick: 0,
|
||||
strafe_tick_period: 1_000_000_000/100,//100t
|
||||
strafe_tick_num: 100,//100t
|
||||
strafe_tick_den: 1_000_000_000,
|
||||
gravity: glam::Vec3::new(0.0,-100.0,0.0),
|
||||
friction: 90.0,
|
||||
mv: 2.7,
|
||||
|
Loading…
Reference in New Issue
Block a user