Fix duplicate sentence

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Jan Hohenheim 2025-07-14 16:53:46 +02:00
parent a543ef58ae
commit b09998c534
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@ -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.