by Surface2EvilShotgun » Thu Feb 07, 2019 9:20 pm
Yeah, but if you have more frames of animation than tics, you could theoretically "interpolate" between them, in the sense that if you've got a 35 ticrate game, you could have several frames that take place in 1 tic, but are displayed over several frames in between the beginning and the end of the tics. This is possible with the animated textures, for example. Those, however, are only loosely tied to tic-rate, unlike HUD sprites. This would be a lot more logically complex than just upping the ticrate, but could be more universally used. I'd have to take a long look at the codebase to figure out how to even start tilting at this windmill, though.
Yeah, but if you have more frames of animation than tics, you could theoretically "interpolate" between them, in the sense that if you've got a 35 ticrate game, you could have several frames that take place in 1 tic, but are displayed over several frames in between the beginning and the end of the tics. This is possible with the animated textures, for example. Those, however, are only loosely tied to tic-rate, unlike HUD sprites. This would be a lot more logically complex than just upping the ticrate, but could be more universally used. I'd have to take a long look at the codebase to figure out how to even [i]start[/i] tilting at this windmill, though.