Fix duplicate sentence
This commit is contained in:
parent
a543ef58ae
commit
b09998c534
@ -55,8 +55,8 @@
|
||||
//! One notable exception is the camera. Cameras should update as often as possible, or the player will very quickly
|
||||
//! notice choppy movement if it's only updated at the same rate as the physics simulation. So, we use a variable timestep for the camera,
|
||||
//! updating its transform every frame. The question now is which schedule to use. That depends on whether the camera data is required
|
||||
//! for the physics simulation to run or not. For example, in 3D games, the camera rotation often determines which direction the player moves when pressing "W",
|
||||
//! the camera data to run or not. For example, in 3D games, the camera rotation often determines which direction the player moves when pressing "W",
|
||||
//! for the physics simulation to run or not.
|
||||
//! For example, in 3D games, the camera rotation often determines which direction the player moves when pressing "W",
|
||||
//! so we need to rotate the camera *before* the fixed timestep. In contrast, the translation of the camera depends on what the physics simulation
|
||||
//! has calculated for the player's position. Therefore, we need to update the camera's translation *after* the fixed timestep. Fortunately,
|
||||
//! we can get smooth movement by simply using the interpolated player translation for the camera as well.
|
||||
|
Loading…
Reference in New Issue
Block a user