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A theoretical physics course opens not with equations but with the rules for saying anything true at all. This is lecture 1 of Lectures on the Geometric Anatomy of Theoretical Physics, taught by Frederic Schuller. The topic is propositional and predicate logic. Most physics courses assume logic and start...

18,697 просмотров • 14 дней назад •via X (Twitter)

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Why the character movement in my custom game engine felt janky and how I fixed it. In a game engine, most often, a character moves using the physics engine. Meaning, the player is not just a coordinate in space but a physical body. It has velocity, it handles collisions, and it interacts with the world. Now, as you might know, physics engines need stability. If you run them at variable framerates, things start breaking. Objects phase through walls or fly off into space because the math becomes unpredictable. This is why most game engines lock their physics loop to a 60Hz fixed rate. But here’s the problem: If you have a high-end system, you don't want to limit it at 60 FPS. That's a waste of good hardware. Now, that said, if the GPU is rendering at 144 FPS but the player's position (physics driven) only updates 60 times a second, it creates a micro-stutter that ruins the "smooth" feel of the game. A good way to fix this is to treat the character as two separate things: 1. The Physics Body (Invisible part): This is the "real" character. It lives in the 60Hz physics world, it moves the player and handles collisions. 2. The Visual Model and Camera (Visible part): This is what the player actually sees. It doesn't care about collisions, its only job is to look nice and smooth at whatever framerate the GPU is pushing. Once you have this separation, you can use interpolation to keep them in sync. Every time the physics clock ticks, you save the previous position of the invisible body before moving it to the new one. Between those ticks, calculate how far we are between the last physics update and the next one. By using this to drive the visible parts of the game, the stutters disappear. The physics loop stays fixed behind the scenes, while the visuals slide smoothly between the snapshots. Example: - Right after a tick: blend_weight= 0.0 (The visual model stays at the old physics position). - Halfway to the next: blend_weight= 0.5 (The visual model slides to the middle point). - Just before the next: blend_weight= 0.9 (The visual model is almost at the new physics position). Pro-Tip A critical mistake I made initially, and one many devs make, is parenting the camera and visible parts directly to the player body. If you do this, the camera inherits the discrete 60Hz physics movement by default. In that setup, interpolation won't work because the camera is "stuck" to the physics clock. For this fix to work you must decouple the camera and visuals from the body and move them separately. Player movement processing in Detis Engine: - fixed_process: Physics runs at 60Hz. Handles collisions and raw movement. - process: Variable rate. Mainly used for player input caching in the player case. - late_process: Variable rate. Handles interpolated camera movement after physics and everything else is done being processed. - render. Submits the final interpolated transforms to the GPU. The test environment in the video is running on an old 2070-based laptop. Hopefully the video compression won't introduce any stutter... I’m sharing this in hopes it helps a fellow dev. Cheers.

Ioannis Koukourakis

48,636 просмотров • 7 месяцев назад

CEO of a trillion-dollar company sat in a Stanford classroom in 2011 and explained exactly how he built it. No PR team, no prepared remarks, no investors in the room. No business school has ever added the recording to a syllabus. His name is Jensen Huang. He co-founded NVIDIA in 1993 with $40,000. By 2011 the company was worth $9 billion. Today it is worth over $3 trillion. He walked into the Stanford ASES Summit and gave away the entire playbook to a room of fifty students for free. The lecture is about when to bet everything on one technology before the market knows it exists. He did it with GPUs. Then with CUDA. Then with AI infrastructure. Three bets, same logic, same company, three different industries. The uncomfortable part is what he says about risk. He almost went bankrupt twice. What he did both times is the opposite of what every MBA program teaches. Business schools charge $200K in tuition to teach frameworks he rejected before his company was worth a billion. Every founder podcast repeats the same five lessons. Almost none of them mention what Huang actually did when the company was ninety days from dying. That part is in the lecture. It has been free for fifteen years. Filmed by a student with a handheld camera. Audio cuts in and out. He gave away the playbook of the most valuable company on Earth to fifty people. Almost nobody watched it. One classroom. One camera. The full lecture is free. It is in the video.

Tigerflow

70,947 просмотров • 7 дней назад