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| Delta time for complex operations; How to? | |
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| Tweet Topic Started: Aug 31 2010, 07:42 PM (723 Views) | |
| Eansis | Aug 31 2010, 07:42 PM Post #1 |
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ghost
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I'm trying to get delta time to work. I made a script called MoveExt which is the same as Move except it looks like this: x+=(sin(argument1...*argument2+argument3)/global.DELTA y+=(cos(argument1...*argument2+argument4)/global.DELTA z-=(sin(argument0...*argument2-argument5)/global.DELTA I call it like this MoveExt(rotx,roty,SPEED,0,0,grav); grav-=global.GRAVITY; Step(); Well it does not work. It is not a problem of lag...I test this on fixed frame rates and the results are totally different. By the way global.DELTA is called in the step event, global.DELTA=fps/60. The problem is the object follows different paths depending on frame rates, I'm trying to get it to follow the same trajectory regardless of frame rate. |
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| Reikyrr | Sep 1 2010, 10:51 PM Post #16 |
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Forum God
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Im fine, Im fine, dont worry
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~Inspirational quote~ | |
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| Eansis | Sep 2 2010, 01:30 AM Post #17 |
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ghost
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based on this article http://www.koonsolo.com/news/dewitters-gameloop/ |
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| Koning Stoma | Sep 2 2010, 07:33 AM Post #18 |
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Elite Member
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There are a bunch of completely different methods in that article. My guess is you are using something like "Constant Game Speed with Maximum FPS" by calling external_call(global.u3d_render); at the right time. other than that I dont know how not to render a frame while running the game loop in game maker. |
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| Eansis | Sep 2 2010, 04:07 PM Post #19 |
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ghost
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ya im using that one
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