DeltaTime value

I saw a YouTube video about a command they have in Unity (not sure about other engines) called DeltaTime. This was a value that represented the delay of slower computers, and you could add the value to existing game timers to make them more stable on weaker computers. Does Flowlab have something like this? If not, is this a reasonable request?

DeltaTime - is time that calculated by the system clock instead of the frames.

Timers in Flowlab already have this behavior. If you want to use DeltaTime in an expression, then you can make it by extracting the time stamp from the clock behavior. Usually it’s the opposite problem with Flowlab if the game lags. Like timers trigger on time despite the game state or lag; so if there are inconsistencies, it’s better to make your own timer that goes with the frames.

If you just want everything to sync together, then it would be suggested to make a timer that outputs through a global. Then use that global to make everything work at once (I did this to sync animations in The Serpant’s Temple, especially when the body changes size).

The only thing is that DeltaTime isn’t in the physics of Flowlab, so lag will = a slower game. Implementing something like that may be reworking a lot of the physics in Flowlab. Being frame independent would remove slow down in lag and improve collision, but it would also be more performance heavy because the engine is trying to see everything that happened between that time instead of running a frame check.

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Ok gotcha. Thanks for clearing that up