\$\begingroup\$

I have a hobby engine (for fun and research) with a free roaming camera implementation that works by modifying the PositionComponent and CameraDirectionComponent each frame update (both equivalent to float3). Obviously this isn’t great as movement speed is tied to framerate. I’ve read several great posts about timesteps, but I’m not clear on whether objects that don’t have physical interactions (i.e. a free-roam camera) should also be tied into the physics engine? Should everything that moves be integrated with the physics engine?

One of the pros I can see is that we can control camera movement by physical velocity. Are there any other approaches to consider?

\$\endgroup\$

1

You must log in to answer this question.