[project1dev] Re: Project1 - SVN Update 297

  • From: Kent Petersen <kentkmp@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 29 Jun 2009 10:30:43 -0700

So, rotation scripts, such as a pillar falling over or the bridge breaking
in cavemap would probly work better in frametime but logical stuff such as
an arrow deinitializing after 5 seconds should be done with time = time +1?

On Mon, Jun 29, 2009 at 10:05 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> GetFrameTime() returns the time in seconds that the last frame took to
> process and render, so waiting til it's 0.5 means "wait for one half
> second".
>
> Usually frame time is about 0.015 (at 60fps!)
>
> your time = time + 1 idea is the way to go for logic, but using frame time
> is good for smooth rotation or things that should be based on time instead
> of number of frames.
>
> You are asking a great question though.  We shouldn't use the delta time to
> make more stuff happen to make up for low frame rate, we should just let the
> game run slower.  Thats the "official plan" :P
>  On Mon, Jun 29, 2009 at 9:41 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> Alan, I'm looking at your code changes and I got a question for ya. I
>> think you changed it so every .5 units of frame time it resaves the players
>> position, right?
>>
>> I don't fully understand how GetFrameTime() works. I'm thinking I should
>> convert all the scripts I have made to use it so the game will be
>> consistent. As of right now a lot of the scripts I have made use a generic
>> time = time + 1 as opposed to time = time + getframtime().
>>
>>
>>
>>
>> On Mon, Jun 29, 2009 at 9:03 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> hehe okies thanks (:
>>>
>>>
>>>
>>> On Mon, Jun 29, 2009 at 8:44 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> Nooooooo not my scriptz!!
>>>>
>>>> You are always welcome to change things alan.
>>>>
>>>>
>>>> On Sun, Jun 28, 2009 at 11:16 AM, Apache User <
>>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>>
>>>>> User:atrix256
>>>>>
>>>>> Message: moved the bricks in closer and messed with the teleport back
>>>>> to land script a lil.  Hope that's ok Kent (:
>>>>>
>>>>> <Files Changed>
>>>>> U   Scripts/Maps/voidmap.lua
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>

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