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Separating rendering and logic/physics #6

@optimus-code

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@optimus-code

As Quake is a very old engine, of course it was designed to be a single-threaded app. The way it was designed means physics is tied directly to framerate. (Increased frame rate means you run faster). Because of the nature of the app everything is tightly-coupled and we cannot benefit from multi-threading as much as would be ideal.

Granted, performance isn't a worry with Quake but my goal is to modernise it completely. This means separating physics/cpu heavy code from the rendering layer and allowing as many frames as you want.

Currently the game does not function as developers intended if you try to run it on a 144hz monitor with VSync for example. Anything above 70 frames throws off calculations for physics etc.

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