I'm making a game engine and was running into weird frame pacing issues.
The game would run fine when using my headphones, but as soon as a switched to my speakers it started stuttering.
I assumed it was an issue with the audio, so I disabled the audio system entirely, but
timer events. But I still have to improve the logic of when new frames render.
Should input gathering/game ticks be tied to the refresh rate for consistency? Or should it be a separate timer entirely (which can have power latency because it could start midway through a frame!)
@KatDoes3D I just spent all day on this, basically depth is stored in an inverse relationship for perspective correction reasons, so if 0 is the near plane and 1 is the far plane then .95 is like 10 units away. This gets worse with how close the near plane is. Look at (x-a)/x and decrease a
@themichaeltbh I like the atmosphere of old Minecraft, but I don't like the gameplay of any version. Survival mode is just not fun if you don't like grinding.