Time dilation allows me to speed up or slow down the passage of time.
The way this is implemented is rather simple.
The frame's global delta time is multiplied by a time dilation factor.
As I prepared my space ship models for collision, I needed a way to test if it was working.
Unfortunately for debugging projectiles are fast moving objects.
The addition of time dilation allows me to observe fast moving objects in a slow motion.
I even created the ability to manually step the frame time.
While on the topic if time, I created an engine feature of being able to set timers.
Because of the systemic nature of timers, I created an automation test system.
This allows me to make changes to the timer system and catch bugs without needing to test the game.
DevBlog 6 - Manipulating Time With Code
Implementing time dilation and collision shapes. Time dilation can be used in gameplay, but also to debug problems.
Posted by wafflemaker72 on