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 :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara 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 :) > > > --- > Gamers mailing list __ [email protected] > If you want to leave the list, send E-mail to [email protected]. > You can make changes or update your subscription via the web, at > http://audyssey.org/mailman/listinfo/gamers_audyssey.org. > All messages are archived and can be searched and read at > http://www.mail-archive.com/[email protected]. > If you have any questions or concerns regarding the management of the list, > please send E-mail to [email protected]. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected]. --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
