Stubbjax
Member
Yeah sure, game dev is hard. But the way I see it, delta time adds unnecessary complexity as part of the solution to a problem that I really just don't see as much of a big deal. Lag in all its forms is bad, and I find the idea of easier development + consistency much more preferable to the alternative.
Sure, you can use delta time to "cope" with unstable frame rates, but I see unstable frame rates as the real problem, and delta time as the band-aid - merely a cover for the underlying problem of an unoptimised game. I have used delta time extensively in Unity, but even then I felt the need to use 60 * Time.deltaTime so that I could use all the same frame-based values as I was used to in GM.
I am aware that many AAA titles can swap between 30 and 60 fps, but that may be irrelevant as the game loop can often run at 30 fps but render at 60 fps. For example, several games I know run with a fixed game loop speed of 30 and can render at 60 fps, but if the frame rate drops below 30, the game begins to slow down.
Using delta time just seems so messy to me, but perhaps I have never been introduced to a proper implementation. So many things come to mind that just don't seem possible when regarding delta time, so maybe I'm thinking of delta time from the wrong perspective. Either way, I'm fairly certain games that use delta time cannot 100% guarantee that the game logic will output exactly the same results, as well as the fact that it's quite simply much more work to implement. And those two facts alone are enough to put me off.
And I wasn't refering to just join date, but post count as well!
Sure, you can use delta time to "cope" with unstable frame rates, but I see unstable frame rates as the real problem, and delta time as the band-aid - merely a cover for the underlying problem of an unoptimised game. I have used delta time extensively in Unity, but even then I felt the need to use 60 * Time.deltaTime so that I could use all the same frame-based values as I was used to in GM.
I am aware that many AAA titles can swap between 30 and 60 fps, but that may be irrelevant as the game loop can often run at 30 fps but render at 60 fps. For example, several games I know run with a fixed game loop speed of 30 and can render at 60 fps, but if the frame rate drops below 30, the game begins to slow down.
Using delta time just seems so messy to me, but perhaps I have never been introduced to a proper implementation. So many things come to mind that just don't seem possible when regarding delta time, so maybe I'm thinking of delta time from the wrong perspective. Either way, I'm fairly certain games that use delta time cannot 100% guarantee that the game logic will output exactly the same results, as well as the fact that it's quite simply much more work to implement. And those two facts alone are enough to put me off.
And I wasn't refering to just join date, but post count as well!