(This is going to be a bit Unity3D heavy, but should point at how polling rates are a technological constraint which can affect gameplay design – these are real considerations when trying to get the best feeling game possible, and it’s even worth avoiding certain kinds of games if you can’t be sure of the frequency of your interface’s data).
I’m working on some home-brew which centers around mouse movement for both camera, and gameplay. I use the physics system to determine game objects’ proximity in a lot of cases (i.e. bullets hitting volumes), so I have to use FixedUpdate to push gameplay forward. But I also want smooth mouse based camera movement – ideally as fast as the game can render. My camera also follows around the physics object. But physics and rendering update at different rates. Continue reading