Jupeyy

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You could simply add `-DCMAKE_MSVC_DEBUG_INFORMATION_FORMAT` to your cmake argument settings, if MSVC has that (as per the documentation you linked)

> but I wanted to explicitly specify `/INCREMENTAL` in the same place, as it's necessary too Are debug builds not incremental with MSVC? Besides that, is there any warning by...

I leave that to robyte, since I don't use windows. I usually prefer default behavior

> 1. Doesn't seem to happen with weapon projectiles I think this implementation is a bit buggy then. Changing time to ```cpp int64_t time_get_impl() { return (double)std::chrono::duration_cast(std::chrono::steady_clock::now() - tw_start_time).count() *...

> > I think this implementation is a bit buggy then. > > I think the game's renderer isn't designed to run at 5% speed, a lot of weird stuff...

I don't understand why you downplay a potential bug? I want to give a good experience, to me it feels something is wrong with this prediction, if you know what...

It's also in ddnet-rs where this feature originates from. It's called instant input there, because it instantly adjusts the prediction whenever the local input is changed. This also means that...

Hey, just here to make clear. Feature __must__ be optional and __must__ be default off. Anything else would be insane. This is like antiping but for input. It doesn't look...

Also if you ask me, we should call it instant input. The prediction gets instantly updated on input change. I dunno if tater added something like a grace time to...

> I agree with having it on by default, but I also think it would be fine having it off when it gets introduced to the client. After seeing how...