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setrtoday at 12:03 PM1 replyview on HN

the notion of using time directly in gamedev has always confused me; it feels like the correct answer should be to simply have a notion of turns, and a real-time game simply iterates over turns automatically. And then so many turns are executed per second

It's a simulation; why should clock time be involved to begin with? The only things that should care about clock time are those that exist outside the sim, e.g audio


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maxbondtoday at 1:53 PM

Simulation can proceed in logical time but animation is necessarily tied to wall clock time in order to be perceived as smooth and consistent by a human viewer.

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