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Yo Soy Freeman /
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2025-01-10 15:39:45
in reply to nevent1q…l2kg

Yo Soy Freeman on Nostr: nprofile1q…qxdzg nprofile1q…syhjs nprofile1q…fz2fj I think i didn't understood ...

nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq5lcwu7hqcyulkhs8ng4p93k3qfn7pmr5we8datmg3ppka0eksn6sgqxdzg (nprofile…xdzg) nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpq98zte237xlaqc8gqfdrs0q8hdlqkz65k05t3mtgtnpj9cnn8hn5q0syhjs (nprofile…yhjs) nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqksnyvrmmvyvdhm5vxxcsrruh0q3cwj9xv4l4wh0xrqqs4d0qh0pqkfz2fj (nprofile…z2fj) I think i didn't understood that 😅 I'm talking about raw mouse motion. A mouse just reports displacement events and the application using it tries to catch with it. That's as close as frame independent you are going to get.

In the case of Godot, It sends input events as soon as it can and the code executes under _input.

You can smooth things out, but that's a matter of preference, i like it, most people usually don''t
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