#dash linear velocity problem
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left is the reference?
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they're probably shooting a ray every frame
and
if it hits
it'll bounce off based on the normal
which is why it glides around the enemy like a ball instead of standing still
Surely unoptimized?
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yes
you can easily shoot thousands per frame with no-maybe a tiny bit of stutter if you have a really really old gpu
I do not
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how do you think raytracing works in other games you play outside of roblox? obviously they implement some extra optimization but it really doesn't change the main concept
ray optimization is directly affected by currently visible geometry
the more parts you have rendering in your viewport the more heavy a ray impacts performance
Makes sense gotcha
heartbeat is based on physics step
renderstepped is based on frame
which will give more accuracy
renderstepped and stepped are the same thing btw
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false
heartbeat is per physics step
30hz
from what i remember its either 30 or 60hz
Heartbeat is physics yes
Stepped and RenderStepped I believe are not the same
So they are not the same lol
they are because the result is the same
Same argument for wait and task.wait in that case…
Well yeah one uses the task scheduler
yeah
im p sure stepped also has runtime as the first paramater instead of dt
its like runtime, deltatime
instead of deltatime
very very negligible
@cunning needle figured it out?
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