fix(gameplay): make entity interpolation frame-rate independent

This commit is contained in:
2026-08-06 11:06:29 +08:00
parent d6051486a8
commit 5f2644b52d
2 changed files with 10 additions and 9 deletions

View File

@@ -53,12 +53,12 @@ private:
std::unordered_map<std::string_view, CreateFunc> m_factories;
tbb::concurrent_queue<TaskPair> m_tasks;
void handle_task();
void handle_task(float dt);
void handle_entity_destory(EntityID id);
// not thread safe
void handle_entity_create(EntityID id, std::string_view name,
const glm::vec3& pos);
void handle_entity_update(UpdateInfo& info);
void handle_entity_update(UpdateInfo& info, float dt);
template <typename... Args>
void create_entity_in_registry(EntityID id, Args&&... args) {
{