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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-09-15 18:57:34 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-10-09 23:00:09 +0200 |
commit | 66f7c48e39c6479f11c0dd2426c093b0f2910f76 (patch) | |
tree | aeec63f81055de9bcfb37d1a850937ce55662165 /core/core_bind.h | |
parent | ca25c6e0a3f25948ee4a197f3442c66f019e7424 (diff) | |
download | redot-engine-66f7c48e39c6479f11c0dd2426c093b0f2910f76.tar.gz |
Implement adjusting the maximum number of physics steps per rendered frame
When using high physics FPS (which is a requirement to minimize input
lag and improve precision in simulation racing games), a higher value
prevents the game from slowing down at low rendering FPS.
This can be done via an Engine property for run-time changes,
or a project setting for initial changes.
Diffstat (limited to 'core/core_bind.h')
-rw-r--r-- | core/core_bind.h | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/core/core_bind.h b/core/core_bind.h index 9261698076..5c7702be0b 100644 --- a/core/core_bind.h +++ b/core/core_bind.h @@ -484,6 +484,9 @@ public: void set_physics_ticks_per_second(int p_ips); int get_physics_ticks_per_second() const; + void set_max_physics_steps_per_frame(int p_max_physics_steps); + int get_max_physics_steps_per_frame() const; + void set_physics_jitter_fix(double p_threshold); double get_physics_jitter_fix() const; double get_physics_interpolation_fraction() const; |