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I did some experimentation there - coded a turn based combat sistem and bolted on a real time combat. It's a magnitude easier than what proposed here, because you can code statefulness on the combat turns and that'll render quite fine and coherently. The only glitch that I had was at target switch (it's a 4x space themed coffee breaker) where you can see the ship smapping to the new target and that's it - but the nature if the turn sytem means I can easily code in a turn skip on target chane and tween the rotation.

but if you want a prime example, the dwarf fortress visualizers take that concept to an incredible heights.




Diablo started out as a turn-based game and to change it to real time it seems like they basically just made the turns advance automatically via a game state tick call (20 times a second or whatever) and tweaked how long actions took so it looked like the player and world were acting simultaneously.

https://www.diabloii.net/blog/comments/how-diablo-evolved-fr...




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