This is an example of what i'm working on:

- Project running only at 6 physics ticks to show the effect.

- Camera position interpolation, conserving precise rotation.

- Viewmodel interpolation.

#Godotengine

First person example. Again at only 6 ticks per second. This will allow you characters to be extremely smooth in high refresh monitors, or if you need to lower the tick rate.

All code on the examples is totally fps independent, which allows you to modify the physics rate without any behavioral change.

#Godotengine

In the future this pack will expand. I plan to incorporate a decent head bobbing and probably step sounds.

I'm working really hard. I promise.

@YoSoyFreeman this is so cool, is it made with the characterbody3d node? I have been trying to get several controllers set up, some of them based on rigidbody3d and some of them characterbody3d, I love the interactions with other rigidbodies

Also, if in your set up you jump towards a wall, would you hit it on the physics tick and hit it "before" the visuals arrive to the hitting point in the wall?

@chaosresearchparty Hi! This version is using a simple CharacterBody3D. I plan to do physics ones on the future too.

Yes, interpolation means a small delay, but is usually imperceptible. Have in mind we are extrapolating only 6 ticks to 60.

If you run the game at 60, a person using 120 fps should not really notice any delay.

Here we are using comically low settings to clearly show what's going on

@YoSoyFreeman I get it, and understand what maybe precisely that flexibility is the point, and that physics update rate could be changed on the fly depending on needed resources. Its very cool, looking forward to see more of it <3
@YoSoyFreeman what is your final goal with that project?
@mray it will be released as a @Niwl starting assets open source CC0 pack