I'm working in a fighting game but I have a problem. Contrary to most games, in traditional fighting games the frame time must be exact for the animation, so if a computer is too fast, I will wait until the frame time is complete, and if the computer is too slow, the game will just slow down, but it will never drop frames. I know its strange, but I already have made 3 other fighting games building my own engine in C, and it is how it should work. Is it possible to do it in Godot without having do change the engine kernel? My main problem is with the AnimationPlayer node, is there a way to force the animation with time provided by me instead of the engine internal time (considering that I do continuous interpolation of angles and positions of the character body parts) ?
Thank in a lot!