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Game Dev Secrets: Time is just an illusion #indiegamedev #gamedev
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421,922 Views • Jul 11, 2024 • Click to toggle off description
Follow Isadora's Edge on Kickstarter: www.kickstarter.com/projects/inboundshovel/isadora…
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(godot also has a _physics_process that you can use to run at a "physics" tick rate instead of the monitor's framerate, you can also use deltatime there for extra safety, but that method also can eliminate the issues that could arise from different frame rates)

The game that I'm developing as an indie game dev is called Isadora's Edge! A 2D Pixel Art platformer game, that I'm developing in the Godot Game Engine! If you're new to Godot or have any questions about Godot or game dev in general, feel free to ask me! #indiegame #gamedesign #godot #godotengine #gaming #gamedevelopment #pixelart #gameengine
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Views : 421,922
Genre: Gaming
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Uploaded At Jul 11, 2024 ^^


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RYD date created : 2024-11-25T22:38:18.158832Z
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514 Comments

Top Comments of this video!! :3

@Whenpigfly666

4 months ago

The worst thing that could happen with a laggy PC is you rubberba
rubberba
rubberba
rubberba
rubberba
rubberbandinguntilyoujustdowhatwassupposedtohappeninthattimeframereallyfast.

3.6K |

@jlewis4441

4 months ago

My fellow indie game devs beware: Delta time is a huge rabbit hole that goes DEEP, and is unfortunately one that you should 99% of the time devle into. It can be hard, but worth it

3.1K |

@Malidictus

4 months ago

Alternately, run the game's logic separately from its framerate. Rather than applying physics, collision calculations, etc. per frame, apply them per "tick" and render frames with whatever the current tick is.

1.4K |

@teamcyeborg

4 months ago

Fun fact: This is why the enemies speed up in the original Space Invaders. They move once per frame, but when the game starts there's so many of them on the screen that the original systems had a hard time keeping up and would start lagging significantly, but once you had killed most of them the game started to move a lot faster because it spent less time processing the last few aliens on the field, making the last one always move crazy fast as the game stopped lagging

751 |

@TheFoxfiend

3 months ago

I feel this was in game dev 101, don't run your physics on your refresh rate.

40 |

@person_man9882

4 months ago

Reminds me of the classic Hitman bug with briefcases; normally, you can quickly chuck things at NPC’s to knock them out, but if you have a super high frame rate and you throw a briefcase, it slowly spins forward in the air instead. I wonder what causes that.

152 |

@le9038

3 months ago

This used to be a major problem in the 1980s where programs made to run on 90Mz would run too fast on a 100Mz or
200Mz CPU.

The solution to this is to add a not too confusing button that would slow down your computer that was named The Turbo Button.

40 |

@Siegmernes

4 months ago

Yeah, I play a lot of older games and dealing with frame based physics is a b****. Figuring out what framerate some programmer in 2006 expected you to have is always a pain.

360 |

@tai31415

4 months ago

Just remember that this is something Bethesda famously can't do right. It was either Fallout 4 or Fallout 76 (maybe even both) that did not account for this, and so a speedrunning tactic was to up your framerate as your movement speed was proportional to your framerate...

33 |

@ChainPenguin

4 months ago

Don't just multiply everything for Delta Time, Jonas Tyroller has a really good video about this.

All game devs should watch it, being beginners or not.

116 |

@MarshalLeigh1911

2 months ago

If only the risk of rain team seen this before releasing the latest update.

14 |

@TheGreatOwlMaster

4 months ago

ok but imagine a game where this is an intended game mechanic and different sections require a different fps/refresh rate

27 |

@13lacklagoon

2 months ago

Gearbox gave me a crash course in this when risk of rain 2 updated

3 |

@bombgameing

2 months ago

back here cuz of risk of rain 2 new update XD enemies jump more frequently in higher fps

9 |

@jordanfry2899

2 months ago

Using delta time will make the physics inconsistent, as the frame rate is determining how finely your character moves. For example, you may not collide with an object, just because a frame took longer. While you can choose to not care about physics inconsistencies, I do recommend against it.

Make an update loop that runs 60 times per second and put all your physics logic there. Have draw calls once per frame. Done!

I love the art in your game btw!

2 |

@FissionMetroid101

2 months ago

I saw this video a week before Risk of Rain 2's DLC launched. Oh what an omen of things to come

3 |

@hahasamian8010

4 months ago

Something absolutely worth noting is that this would NOT happen if all the code in the game was genuinely frame-based. Something else is causing the gravity to mess up, otherwise we'd just be seeing a difference in game speed.

31 |

@a.m.t.lambert1206

4 months ago

ok but that spin attack is cool af

6 |

@ranasuka6006

4 months ago

I was once playing a fast paced platformer that my pc was struggling to run (it was 2D mechanic in a 3D setting) and it all felt a bit slowed down. But the funny thing is, that it actually made the game easier for me because less reaction speed was necessary on my part.

9 |

@BiggestHue

2 months ago

This is quite literally what happened when the new Risk of Rain 2 update dropped, it straight up got removed

2 |

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