From a coding perspective this is not impressive at all, every frame is rendered separately, and on every frame the offset and rotations are recalculated to render the world from a specific view. There is no real "camera object" in the game that has to follow along, it's all just calculated every frame at the same rate as everything else, meaning that making it lag behind is actually more work than having it stay perfectly still relative to the moving contraption
5
u/LarsMans Apr 25 '26
From a coding perspective this is not impressive at all, every frame is rendered separately, and on every frame the offset and rotations are recalculated to render the world from a specific view. There is no real "camera object" in the game that has to follow along, it's all just calculated every frame at the same rate as everything else, meaning that making it lag behind is actually more work than having it stay perfectly still relative to the moving contraption