thanks Ian, for adding that. :) I was wanting to turn Ryan and others on to the 
concept of viewing a game in real time with a frame rate and dynamic velocities 
rather than relying on timers which might complicate understanding of game 
mechanics rather than help it.

As Thomas said, obviously some spoon feeding is in order so moving ahead slowly 
is a good thing.

I agree with you, having movement vectors and such be consistent over varying 
frame rates is a necessity. I'm wondering if we're not already going way too 
far for John. :)

I was honestly wondering if I'd missed something in the discussion with my 
couple of notes. So I thought I'd ask.

Just as a general note, it seems this topic comes up from time to time which is 
good. I'm wondering if we want to start actually putting together some lessons 
for 3D game development? If we do, we can refer back to these again and again. 
Also, rather than needing to be language specific, these can really be 
conceptual to get people started on putting games together or even supplement 
the understanding of the more experienced devs on the list. I think sharing 
ideas and styles can be a really good thing. It helps me all the time in my day 
to day professional development work.

Anyway, just a thought…

Thanks,

Cara :)
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On Jul 30, 2013, at 4:52 PM, Ian Reed <[email protected]> wrote:

And if I can add to that concept you can also base that speed on the amount of 
time elapsed since the last frame.
That way if you are holding forward you move at the same speed regardless of 
whether you are getting 30, 60, or 100 frames per second.
So for example:
float distanceTravelledThisFrame = secondsElapsedSinceLastFrame * 
playerSpeedConstant;

Some very old dos games had speed problems when run on a faster computer 
because they were updating your position based on how many times the processing 
loop ran in a second rather than how much actual time had elapsed.
You may remember games like Space Quest that had a speed setting so you could 
adjust this to be reasonable for your computer.
But they didn't have enough settings to keep up with the rapid speed 
improvements of computers, smile.

Ian Reed


On 7/30/2013 4:12 PM, Ryan Strunk wrote:
> Hi Cara,
> I haven't pondered this. Are you saying, for example, that you could give
> the player a forward velocity of 0.1, and as long as walking is true, update
> that every time through the game loop? Then if the velocity is 0, he just
> wouldn't move?
> Fascinating concept. I wouldn't mind some clarification.
> All the best,
> Ryan
> 
> -----Original Message-----
> From: Gamers [mailto:[email protected]] On Behalf Of Cara Quinn
> Sent: Tuesday, July 30, 2013 3:27 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] looking for programming advice:
> cyntaxdifferencebetween bgt and java
> 
> Hey there y'all,
> 
> Maybe I'm missing something here, but rather than using a timer at all,
> would it not be more appropriate to simply calculate a velocity vector each
> frame which could either stay static or change depending on the player's
> surroundings. This way the player's movement could be calculated and
> performed every frame. No timer necessary.
> 
> thanks for the great thread!
> 
> Smiles,
> 
> Cara :)
> 
> 
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