Hello,

say you move a sphere on a straight line with 200 m/s in x-direction and another one with 200 m/s in y-direction. If the frame rate is high, they would hit each other (given the correct starting locations). But what if right before the collision a framedrop occures and the next frame needs 1 second to calculate? Would'nt both spheres miss each other? Otherwise, after the second you could start with the calculations one second before and "catch up" the missing calculations. But this, if the calculations are complex, could lead to a new framedrop...

This may also have to do with multiplayer prediction (?). Is this issue even fully solvable or do we have to live with the fact that frame drops will "mess up" the world so that it with much moving objects and a low frame rate and/or frame drops a world wouldn't look after 5 seconds like the same world with a high frame rate and without frame drops?

Thanks,

Thilo

say you move a sphere on a straight line with 200 m/s in x-direction and another one with 200 m/s in y-direction. If the frame rate is high, they would hit each other (given the correct starting locations). But what if right before the collision a framedrop occures and the next frame needs 1 second to calculate? Would'nt both spheres miss each other? Otherwise, after the second you could start with the calculations one second before and "catch up" the missing calculations. But this, if the calculations are complex, could lead to a new framedrop...

This may also have to do with multiplayer prediction (?). Is this issue even fully solvable or do we have to live with the fact that frame drops will "mess up" the world so that it with much moving objects and a low frame rate and/or frame drops a world wouldn't look after 5 seconds like the same world with a high frame rate and without frame drops?

Thanks,

Thilo

## Comment