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love.update gets dt=0 in netplay

Open houbilami opened this issue 3 months ago • 0 comments

When running a game in netplay, the love.update function always receives dt=0, while dt is close to 1/60 in average otherwise. Is this the expected behavior?

A game implementing serialization, like Bobble almost works in netplay, but the animations (walking etc.) that rely on dt are broken. As a workaround I tried to add: if (dt == 0) then dt = 1 / 60 end at the beginning of the love.update function, and it "fixes" the animations, but wouldn't it be better to have the exact dt? Or would it cause issues with the state synchronization?

Note: the chailove core seems to have the same issue, and I don't think there is a target fps in this case, so the workaround would be even worst.

houbilami avatar Sep 09 '25 21:09 houbilami