@nicbarkeragain There's some fallback to using rationals in FLINT (Fast Library for Number Theory) in the certification of an LLL lattice basis reduction (which can be used e.g. to factor polynomials over the integers): https://t.co/54GU6lYwVx
Godot Engine 4.4 is finally here! ๐
Look forward to plenty of quality of life improvements hidden within this release. Faster load speeds, reduced stutter, streamlined processes, and more!
https://t.co/Kh3Ta1TFv3
@passivestar_@lawnjelly Interpolation of fast rotations (relative to the physics tick rate) is not yet fixed. We should decide how to deal with it soon.
@AHappyDragon@godotengine The 3D physics interpolation PR https://t.co/8fngMshtmC was finished *after* the feature freeze for 4.3, which is why it's not included in this release.
@SnkyGames@lawnjelly That's it! There are some subtleties about which interpolation type to use and when to reset/teleport. And you want to make all this work with as little extra work from the user (i.e. gamedev) as possible.
@greenfox1505@lawnjelly To be precise, you would define myproperty_curr and myproperty_prev as member variables, update them in _physics_process (myproperty_prev = myproperty_curr; myproperty_curr = ...), and interpolate between them in _process using the interpolation fraction.
@greenfox1505@lawnjelly Specifically it's interpolating transforms (position, rotation and scale) only. If you need, you can retrieve the interpolation fraction in _process to interpolate arbitrary properties (this is already possible for a long time).
@The_MrX_@lawnjelly If you set the physics tick rate high enough for your screen refresh rate it will look smooth too. The point is: that's more expensive than doing this interpolation (moving smoothly from one position to the other on frames rendered in between physics ticks).