The Daily Click ::. Forums ::. Klik Coding Help ::. Machine Independant Speed, eh?
 

Post Reply  Post Oekaki 
 

Posted By Message

-Liam-

Cake Addict

Registered
  06/12/2008
Points
  556

Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
22nd August, 2007 at 17:11:01 -

Under what circumstances should it be switched on? It sounds pretty self explanatory but I never notice a difference when its on or off. What EXACTLY does it do?

 
Image

Tell 'em Babs is 'ere...

DaVince

This fool just HAD to have a custom rating

Registered
  04/09/2004
Points
  7998

Game of the Week WinnerClickzine StaffHas Donated, Thank You!Cardboard BoxDos Rules!
22nd August, 2007 at 17:32:00 -

It skips frames when a computer can't handle things at 50 FPS. Some people say it's broken in MMF1.5, but I don't see how.

 
Old member (~2004-2007).

axel

Crazy?

Registered
  05/02/2005
Points
  4766

Game of the Week WinnerYou've Been Circy'd!
23rd August, 2007 at 04:38:46 -

Basically, when the player's machine can't keep up, it drops the framerate but not the speed of the game. That's what it does. So you might want to use it if you have a CPU-heavy game, but still want the game to run normally on slow computers, at the cost of some FPS.

 
n/a

-Liam-

Cake Addict

Registered
  06/12/2008
Points
  556

Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
23rd August, 2007 at 06:33:36 -

I see... Thanks for letting me know guys!

 
Image

Tell 'em Babs is 'ere...

Silveraura

God's God

Registered
  08/08/2002
Points
  6747

Game of the Week WinnerKlikCast StarAlien In Training!VIP Member360 OwnerWii OwnerSonic SpeedThe Cake is a LieComputerChristmas Tree!
I am an April Fool
23rd August, 2007 at 13:34:13 -

Machine Independent Speed is highly useful for something like an Online game, where you need to keep player positions and stuff, in-sync, regardless of the players computer speed. (Sorry, figured I'd add that in.)

 
http://www.facebook.com/truediamondgame

Ricky

loves Left For Dead 2

Registered
  28/12/2006
Points
  4175

Has Donated, Thank You!Game of the Week WinnerVIP MemberWii OwnerHero of TimeGOTM Winner! - November 2009I am an April Fool
24th August, 2007 at 04:58:54 -

it doesnt look too good in scrolling games

 
-

AndyUK

Mascot Maniac

Registered
  01/08/2002
Points
  14586

Game of the Week WinnerSecond GOTW AwardHas Donated, Thank You!VIP Member
24th August, 2007 at 19:29:48 -

I tried it with one of my old games on a very shit computer years ago.

If you have a timer based jump (which isn't a good idea anyway)
a slow pc will have the character jump lower than it should if it can't handle the pace. (because it's not moved far enough in the set time given to it)

however with machine independent speed turned on the character always reached the peak of the jump in time.

 
.

Silveraura

God's God

Registered
  08/08/2002
Points
  6747

Game of the Week WinnerKlikCast StarAlien In Training!VIP Member360 OwnerWii OwnerSonic SpeedThe Cake is a LieComputerChristmas Tree!
I am an April Fool
24th August, 2007 at 19:34:30 -

Yeah, adding to what Andy said, even a 0.1ms time can make a huge difference on slower computers.

A much better way to do it, set up a counter that's Always adding 1, then when it reaches 1, set it back to 0.
Now anytime that counter hits 0, will mark every other loop, so just use "Counter is 0"
Change the number it reaches, higher, and it will make the loop larger and take more time to complete it.

It's more reliable, but requires just a tad more work.

PS: If anyone else has any other ideas, by all means mention them. This is just the method I personally take.

 
http://www.facebook.com/truediamondgame

Tim

I'm on here way too much

Registered
  25/08/2006
Points
  132

You've Been Circy'd!Clickzine StaffSilverNova MemberVIP MemberTurtle Power!Evil klikerWii OwnerHero of TimeGhostbuster!Pokemon Ball!
25th August, 2007 at 08:39:41 -


Originally Posted by Phizzy [Ectoprods]

I don't really understand why Brandon's talking about non-clock based time events for this though... If that was his attention at all...



*intention? :\


Image Edited by the Author.

 
http://www.SilverNova.co.uk


Tim

I'm on here way too much

Registered
  25/08/2006
Points
  132

You've Been Circy'd!Clickzine StaffSilverNova MemberVIP MemberTurtle Power!Evil klikerWii OwnerHero of TimeGhostbuster!Pokemon Ball!
25th August, 2007 at 14:27:23 -



 
http://www.SilverNova.co.uk


Silveraura

God's God

Registered
  08/08/2002
Points
  6747

Game of the Week WinnerKlikCast StarAlien In Training!VIP Member360 OwnerWii OwnerSonic SpeedThe Cake is a LieComputerChristmas Tree!
I am an April Fool
25th August, 2007 at 15:29:48 -

If your always adding 1 to the counter, then setting it back to 0 when it reaches 1, then it's going to fire an event every other frame, which would be similar to the every 0.1 millisecond event.

Now if you change it back to 0 every time it reaches 5 rather then 0, it's going to take a little bit longer to reach 5, because it has to look 5 more times before it goes back to 0 and triggers the event.
Image

 
http://www.facebook.com/truediamondgame

DaVince

This fool just HAD to have a custom rating

Registered
  04/09/2004
Points
  7998

Game of the Week WinnerClickzine StaffHas Donated, Thank You!Cardboard BoxDos Rules!
25th August, 2007 at 16:10:00 -


Originally Posted by BrandonC
If your always adding 1 to the counter, then setting it back to 0 when it reaches 1, then it's going to fire an event every other frame, which would be similar to the every 0.1 millisecond event.


1 frame = 1/50th of a second = 20 milliseconds
Every other frame = 2/50th of a second = 40 milliseconds

You can't use 10 millisecond / 0.01 second events unless you set the frame rate to 100.

Image Edited by the Author.

 
Old member (~2004-2007).

Silveraura

God's God

Registered
  08/08/2002
Points
  6747

Game of the Week WinnerKlikCast StarAlien In Training!VIP Member360 OwnerWii OwnerSonic SpeedThe Cake is a LieComputerChristmas Tree!
I am an April Fool
25th August, 2007 at 17:49:39 -

The amount of time in milliseconds really isn't important in this case, we're just trying to avoid the in-game timer from jumping ahead of the game, because the game is moving slower. The idea is to make all the timers slow down at the same rate of the game, by making them rely on a constant loop in the game, as opposed to outside.

System time will not slow down, so it will desync when the game slows down. We all already know that. I'm just posting my personal solution to the issue, regardless if my math isn't exactly correct.

Edit: If you have a game running at 100fps on your computer, but that game slows down to 50fps on someone elses computer. The amount of time 1 loop takes to complete in milliseconds, is completely pointless to keep track of, because the goal is to avoid</> the actual time, and make the game more relied on a constant loop that actually slows down with the game.

Image Edited by the Author.

 
http://www.facebook.com/truediamondgame
   

Post Reply



 



Advertisement

Worth A Click