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yawnxyzyesterday at 8:19 PM0 repliesview on HN

for our game dev project in undergrad we built an rts game as our capstone, and we used the "slow stuff down" trick - except different systems had different clock/time systems! and so some things were still running while it was paused, which led to some weird side effects (eg money glitch)

i did the thing you're "not supposed to do" and attached everything to a world clock so everything ran at like 60fps in terms of events, so it was a real-time "turn based" system