Tesseract
Joined: 21 Mar 2007
Posts: 790
Location: Oz
Anyhow, it's all speculation until we get the code. So let's wait and see.
Tesseract
Joined: 21 Mar 2007
Posts: 790
Location: Oz
dandin1
Joined: 05 Jan 2009
Posts: 2
Quote:
[/quote]We actually had long discussions about this and many of us felt that consistent framerates were a much more pleasant experience than variable framerates.
JWPlatt
Creative Kingdoms
Joined: 09 May 2006
Posts: 5760
Location: Everywhere, all at once
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dandin1
Joined: 05 Jan 2009
Posts: 2
SeanScot
Joined: 10 May 2006
Posts: 111
Location: Gainesville, FL, USA
Tesseract
Joined: 21 Mar 2007
Posts: 790
Location: Oz
dandin1 wrote:
[/quote]For example, Halo PC has a 30fps cap:
Quote:
We actually had long discussions about this and many of us felt that consistent framerates were a much more pleasant experience than variable framerates.
Gondar
Joined: 12 Aug 2006
Posts: 1587
Location: Here, there, you know. Around.
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You know, I wish we would learn Atrus loved the 1812 overture, and in turn we had a copy for our relto.
That's right, a canon canen cannon!
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Welcome back all!
Rusty_Russell
Joined: 25 May 2006
Posts: 9836
Location: Luton, UK
Marten
Joined: 15 May 2006
Posts: 2169
Location: Washougal, WA
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JWPlatt
Creative Kingdoms
Joined: 09 May 2006
Posts: 5760
Location: Everywhere, all at once
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semplerfi
Joined: 09 May 2006
Posts: 1659
Location: 312 miles from Cyan ...
Chuckles58
Joined: 19 Jun 2006
Posts: 563
Location: DFW Texas
JWPlatt wrote:
To heck with a checkbox option. Make it a slider! (1 to 255 fps, with graphical option for lock [closed padlock on slider] or best-effort [open padlock on slider]) Wink
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Lontahv
Joined: 14 Apr 2007
Posts: 261
Code:
TimeSinceLastUpdate = 0
while (1) {
CalculateAndStepThePhysics(TimeSinceLastUpdate) //when this is finished depends on what the physics is doing
UpdateMatrices(TimeSinceLastUpdate) //steps matrix anims etc.
RenderObjects()
TimeSinceLastUpdate = GetCurrentTime() - TimeSinceLastUpdate
}
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MustardJeep
Joined: 10 May 2006
Posts: 2185
Location: Houston
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ddfreyne
Joined: 04 Nov 2006
Posts: 447
Location: Plasma Miasma (still… and I'm feeling nauseous)
Quote:
Reading about implementing ODE (open dynamics engine) into programs the docs say having a constant step makes things more stable. Yeah... well... but it's not very nice physics coming to a stand-still when your framerate goes down and cones getting really hyper when you have a good framerate either.
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