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time_step / ticks #184759
02/20/08 09:31
02/20/08 09:31
Joined: Feb 2008
Posts: 39
R
RicheyMB2 Offline OP
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RicheyMB2  Offline OP
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R

Joined: Feb 2008
Posts: 39
Can anyone confirm if I am correct in the following.

1 tick = 1 16th of a second
1 tick = 62.5 miliseconds (1000 / 16)

It would be really helpful with some calculations I am doing.

Re: time_step / ticks [Re: RicheyMB2] #184760
02/22/08 00:08
02/22/08 00:08
Joined: Apr 2006
Posts: 737
Ottawa, Canada
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Ottawa Offline
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Ottawa  Offline
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Joined: Apr 2006
Posts: 737
Ottawa, Canada
Hi!

From the manual ... hope this help

Quote:

Space and time units of the virtual world are the quant and the tick. One quant is one unit in WED and MED coordinates, and therefore one texture pixel at a 1.0 scale. How much inches a quant shall be depends on the relative size of the models. We recommend one inch per quant for person based games (shooters or adventures), and 4 inches per quant for vehicle based games (war games or flight simulators). This way with the same level size you get much bigger worlds. One tick is equivalent to 1/16 second - the average time between two frame cycles on a very low-end PC.




Ottawa.

Re: time_step / ticks [Re: Ottawa] #184761
02/22/08 11:04
02/22/08 11:04
Joined: Feb 2008
Posts: 39
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RicheyMB2 Offline OP
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RicheyMB2  Offline OP
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Joined: Feb 2008
Posts: 39
Thank you Ottawa.


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