Ok ... would like to add my 2 cents here and ask a question as well related to this thread.

Some background - I am a big Wow (World of Warcraft) player. For those that don't know, it's a HUGE world online game. I run it on 3 seperate machines and I have notice that animation speeds are constant although the framerate is not; i.e, on my "lowly" 750 (and yes - WoW runs just fine on it) a ctrl-r reveals the game running at anywheres from 13 - 25 fps. On my Pentium - anywheres from 20 - 35 and on my dual AMD anywheres from 40 - 60; HOWEVER - toon animation (as well as all others) appear THE SAME (compared by running on 3 seperate accounts with all 3 machines running simultaneously). The entire "world" itself my stutter on the low end machine - as it caches to HD, but there is NO stopping, toon slowing down to a crawl and then "catching up with itself" - ect.

I have noticed with 3dgs the exact opposite. I have a new level that I am working on using v6.40.x and the standard biped scripts (for now). I can start my model - he begins "slow" motion, walks, then a slow run and finally comes to speed. Once he reaches a "Run", at various point in the map ... will slow to a crawl and then the same sequence back up to speed. Not the case in WoW.

I have tried for the last 10 days to correct the behavior using a combination of time, time_smooth, time_factor and/or the fps variables but with to no avail. As is evident with the three machines here running WoW it can be done. I would like my model to move evenly (mayhaps smoothly is a better word) but have not been able to achieve it. Pain, that he starts "running in slow motion" influenced by map geometry when clearly it is possible that doesn't have to be the case.

Not sure that it's fps related, or if it's a "smoothing time coefficent", but I think if we could resolve this - would shed some light on efficient level creation beyond the "make sure you snap, don't use CGS, look for leaks" and other such arguements.


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