lawnjelly

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You might also be able to use some hackery to get around this. Some ideas: * Make the cube in blender, and contract the faces just a tad so they...

"particles_finished"? :thinking:

> The latter for me is only in the performance optimisation domain, while FTI for 2D is in the functional domain. Efficient 2D interpolation is highly linked with culling. It...

Will need a rebase now hierarchical culling is merged, I'll do this when up and running again (but is still possible to look through now). It's a while since I...

> Camera2D smoothing is much slower with physics interpolation enabled. I'm rendering the game at 120 FPS, and it seems to be roughly 6 times slower when the game's physics...

I had a little look at the issue with the camera smoothing being slower with interpolation switched on. The reason is that in the "platshoot" demo project above, the camera...

For the bullets, "platshoot" could potentially be improved with a little trick that I need to add to the docs for 3D: ``` bullet.position = bullet_position add_child(bullet) bullet.get_node("RigidBody2D").linear_velocity = bullet_velocity...

@oeleo1 I did struggle to understand your points, but am I right in thinking you are suggesting `Camera2D` should not use fixed timestep interpolation unless changed to `physics process mode`...

> For instance, we have custom Camera2D offset processing depending on the player's position and without FTI that happens in idle. With FTI I am not so sure what is...

> Wouldn't reading the FTI value from the project settings and the current Camera2D processing mode be enough to get this done? No. If you need further info feel free...