diff --git a/code/game/src/debug_ui_actions.c b/code/game/src/debug_ui_actions.c index 65d32bc..2f6aa11 100644 --- a/code/game/src/debug_ui_actions.c +++ b/code/game/src/debug_ui_actions.c @@ -205,7 +205,7 @@ static ecs_entity_t *demo_npcs = NULL; void ActSpawnDemoNPCs(void) { if (!demo_npcs) zpl_array_init(demo_npcs, zpl_heap()); - if (zpl_array_count(demo_npcs) >= 10000) return; + if (zpl_array_count(demo_npcs) >= 100000) return; for (uint32_t i = 0; i < 1000; i++) { uint64_t e = entity_spawn(EKIND_DEMO_NPC); diff --git a/code/game/src/prediction.c b/code/game/src/prediction.c index beea798..eb76962 100644 --- a/code/game/src/prediction.c +++ b/code/game/src/prediction.c @@ -4,8 +4,8 @@ #include "world/world.h" #include "game.h" -#define PREDICT_SMOOTH_FACTOR_LO 0.10 -#define PREDICT_SMOOTH_FACTOR_HI 0.01 +#define PREDICT_SMOOTH_FACTOR_LO 10.5 +#define PREDICT_SMOOTH_FACTOR_HI 20.5 static inline float map_factor(float x) { x = 1.0f - zpl_clamp01(x); @@ -42,13 +42,13 @@ float smooth_val(float cur, float tgt, uint64_t dt) { zpl_exit(0); #endif - return zpl_lerp(cur, tgt, zpl_lerp(PREDICT_SMOOTH_FACTOR_LO, PREDICT_SMOOTH_FACTOR_HI, factor)); + return zpl_lerp(cur, tgt, zpl_lerp(PREDICT_SMOOTH_FACTOR_LO, PREDICT_SMOOTH_FACTOR_HI, factor)*platform_frametime()); } float smooth_val_spherical(float cur, float tgt, uint64_t dt) { float factor = zpl_clamp01(map_factor(zpl_unlerp(dt, WORLD_TRACKER_UPDATE_MP_FAST_MS, WORLD_TRACKER_UPDATE_MP_SLOW_MS))); - return spherical_lerp(cur, tgt, zpl_lerp(PREDICT_SMOOTH_FACTOR_LO, PREDICT_SMOOTH_FACTOR_HI, factor)); + return spherical_lerp(cur, tgt, zpl_lerp(PREDICT_SMOOTH_FACTOR_LO, PREDICT_SMOOTH_FACTOR_HI, factor)*platform_frametime()); } void predict_receive_update(entity_view *d, entity_view *data) {