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Rename iterations_per_second
to physics_ticks_per_second
#41956
Rename iterations_per_second
to physics_ticks_per_second
#41956
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On the other hand it could be an opportunity to replace the word frame with tick or iteration for 4.x when referring to physics, and standardising terminology. https://en.wikipedia.org/wiki/Film_frame The use of the term 'frame' can be, and is, a constant source of confusion (both for beginners, and in terms of explaining concepts) in that the word 'frame' is more normally associated with a rendered frame. It has been bastardised by some to refer to a physics iteration. Whereas a physics tick / iteration need not bear any resemblance to a rendered frame, and indeed explicitly doesn't in Godot. So we end up having to explain that a 'frame' is not a 'frame'... A physics frame would more often be a physics frame of reference, which is completely different: Without this distinction you have to qualify the term whenever used, and it becomes 'render frame' or 'physics frame' which is far more verbose. |
@lawnjelly I like the idea of using the term "tick" consistently, but I'll wait for others to approve first. "tick" in particular is a popular term in game netcode to refer to update frequency. It makes sense to use the same term for physics too. |
If we go with the tick terminology, should we rename |
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
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iterations_per_second
to physics_fps
for clarityiterations_per_second
to physics_ticks_per_second
I've remade this pull request and tested it again after discussing it with @pouleyKetchoupp. |
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Looks great!
Thanks! |
This makes it clearer that this property is only about physics FPS, not rendering FPS.
The
physics_fps
project setting was also renamed tophysics_ticks_per_second
for consistency.See #16863 (comment).