More broadly the dimension of time is always a problem in gamedev, where you're partially inching everything forward each frame and having to keep it all coherent across them. It can easily and often does lead to messy rube goldberg machines. There was a game AI talk a while back, I forget the name unfortunately, but as I recall the guy was pointing out this friction and suggesting additions we could make at the prog…
> There was a game AI talk a while back, I forget the name unfortunately, but as I recall the guy was pointing out this friction and suggesting additions we could make at the programming language level to better support that kind of time spanning logic. Sounds interesting. If it's not too much of an effort, could you dig up a reference?
Mind you my memory may have distorted it a little beyond what it was, but it's loosely on the topic!