this post was submitted on 02 Oct 2023
13 points (100.0% liked)

Godot

5840 readers
6 users here now

Welcome to the programming.dev Godot community!

This is a place where you can discuss about anything relating to the Godot game engine. Feel free to ask questions, post tutorials, show off your godot game, etc.

Make sure to follow the Godot CoC while chatting

We have a matrix room that can be used for chatting with other members of the community here

Links

Other Communities

Rules

We have a four strike system in this community where you get warned the first time you break a rule, then given a week ban, then given a year ban, then a permanent ban. Certain actions may bypass this and go straight to permanent ban if severe enough and done with malicious intent

Wormhole

!roguelikedev@programming.dev

Credits

founded 1 year ago
MODERATORS
 

I've seen several different methods for accomplishing this, but I was wondering if there's a way of doing it that is best? Also, somewhat related, but is delta in milliseconds?

top 3 comments
sorted by: hot top controversial new old
[–] zedutch@lemmy.world 20 points 1 year ago

Delta is the number of seconds since the last frame. So to get the number of milliseconds, you can just do delta*1000

[–] Omega_Haxors@lemmy.ml 13 points 1 year ago* (last edited 1 year ago) (1 children)

That's what delta is for. It calculates the amount of time that has passed since the last frame (tick) in milliseconds.

You mainly use it for lag compensation or interpolation but you can use it for anything. It's basically a fractional frame.

EDIT: You can also use it as a lagometer. If the ms goes higher than the tick rate, that's how you know that your game is under load.

[–] MossBear@lemmy.world 4 points 1 year ago

Thanks! This is a big help!