Drell
Member
I can't seem to find a solid resource that really clarifies how to properly and accurately calculate acceleration values relative to delta time. Due to my game being a competitive 2D fighter using rollback netcode (meaning the game play is frame dependent and hosted on each machine rather than having one machine serve as server), it absolutely must respond to all inputs exactly the same way every single time. While I'm able to think of logical solutions, I need a mathematical one to implement in the code. All help is much appreciated!!