Hacker News new | past | comments | ask | show | jobs | submit login

Yep exactly. It does remind me of the story of someone coming to quake con in the 90s though and using a "feature" of idtech game engines where it tied a lot of code to frame rate and thus once you get enough fps, time accelerated effectively for that player. I think it was ruled not a cheat for that season (I could be wrong it's been over 20 years) but discouraged for future years.



Not sure if that's what you're referring to, but quake 3 physics behaved differently based on the client frame rate. 125Hz made all of the physics steps round up when jumping, allowing for just a little extra height that allowed for some jumps.




Consider applying for YC's Spring batch! Applications are open till Feb 11.

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: