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maxbondtoday at 1:53 PM1 replyview on HN

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.


Replies

setrtoday at 5:01 PM

In that case, animation belongs to the same category as audio — it exists outside the simulation state.

But I’m not 100% that’s even true; in the context of replay, I imagine it’d be more appropriately part of the sim for it to scrub properly.

In the context of networked games with client-side prediction, I think it’d probably be key frames tied to logical time and intermediate frames tied to wallclock