Thank you for still prioritizing it.
Thank you for still prioritizing it.
As well as using special library versions of floating-point functions which don't behave the same across different processors I suppose, if you want to be safe.
Eg cr-libm[1] or more modern alternatives like core-math[2].
There's no scenario in which that's desirable.
And yet even Rockstar gets it wrong. (GTA V has several framerate dependent bugs)
The only place where that doesn't matter is fixed hardware - i.e. old generation consoles, before they started to make "pro" upgrades.
And before it was realistically possible to port a game to run on multiple consoles without a complete rewrite.
If you run physics on a global timer, you could run it at a slower rate and try to fake some of those frames (extrapolating intermediate positions of objects), which is complex. Or you could run it at a faster rate, and every frame has real physics updates, and then it's taking time you could be using for graphics or something else that you think sells better. And there are ways around that, too, but they're complicated and your team is busy and they aren't what your engine gives you for free...