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normally what you'd do in that case is just start to divide each integration, that's called piece-wise linear approximation, standard method used by newton, etc
there should be a value like "max delta" defined, and in the case where the delta is greater it's divided until it is below, coefficients divided by the same amount
unfortunately the physics are tied directly into the graphical frame-rate and they need to be separated to work correctly.
otherwise, it would be something like { }
of course it depends upon whether it's more correct to minimize intra-frame jitter or inter-frame jitter.
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there are cases of higher than first-order integration some places that could be solved correctly.
most of the player physics seems to take place in two functions where physics code is unfortunately mixed with animation and other code.
timing values are read from multiple sources and have the potential to disagree which could cause some issues.
i hope that eventually in the player_cleanup branch animation updates, status updates and physics can be separated completely which should make the functions much easier to deal with.
Really delete this comment?
Really delete this comment?
Really delete this comment?
Really delete this comment?
Really delete this comment?
Really delete this comment?
Really delete this comment?
Really delete this comment?