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Entity's Position and its "prev" Counterpart


DavidM
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An Entity contains properties such as posX, posY, rotationYaw, rotationPitch, etc.

However, such fields also have "prev" counterparts like prevPosX and prevRotationYaw.

What is the purpose of such "prev" fields?

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To compute things based on the change since the previous frame

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17 minutes ago, Draco18s said:

To compute things based on the change since the previous frame

Is such fields only used in client-side render calculation?

Some tips:

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Modder Support:

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1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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5 hours ago, DavidM said:

Is such fields only used in client-side render calculation?

As far as I know, yes. It is because frames can happen in between ticks (or even multiple times per tick). If the game has two values (prev and now) it can smoothly interpolate between the two every frame based on "how far along" the current tick is. This gives smooth animations running at whatever FPS the game is running at instead of just 20.

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