Re: Determinism, judder, and lockstep
I'll bring up the fixed time-step article again. 1) It points that the system process can get suspended in some way, in which case a lot of time will accumulate causing the game to spend a while catching up upon resume. 2) It suggests a method to avoid the visual stutter that's inherent to fixed time steps. I don't know how relevant it is in our case, but it's probably worth considering.
Last edited by parasti (2008-01-01 20:07:35)
