Aum 80

Posted By: George

Aum 80 - 12/08/08 11:52

Dear friends,

The new magazine is ready: Aum80

Have a nice day.
George
Posted By: Cowabanga

Re: Aum 80 - 12/08/08 12:11

Thanks George!
Posted By: Rayn

Re: Aum 80 - 12/08/08 12:15

Thanks! You're the best!
Posted By: dracula

Re: Aum 80 - 12/08/08 20:14

Thank you George. Excellent content as per usual.

Drac.
Posted By: nfs42

Re: Aum 80 - 12/08/08 22:13

added to AUM Online.

Here you can find the online version of this and all previous issues.

AUM Search has now 887 indexed pages.
Posted By: dracula

Re: Aum 80 - 12/09/08 08:47

Great work nfs42 !

Drac.
Posted By: George

Re: Aum 80 - 12/09/08 18:21

Thank You, guys.
Nfs42, you are my hero!
Posted By: maslone1

Re: Aum 80 - 12/12/08 21:33

thank you george!
great magazine! i love it!

if u want u can use my contribution for the next aum

take a look at this link 2.5D Spacegame

greetings
marcel
Posted By: frazzle

Re: Aum 80 - 12/13/08 10:36

Thanks a bunch for the great effort George smile smile
Aum is always a pleasure to read wink wink

Cheers

Frazzle
Posted By: George

Re: Aum 80 - 12/13/08 15:16

Thank you for the kind words, guys.
Maslone1: sure, I will include your contribution.
Posted By: JazzDude

Re: Aum 80 - 12/14/08 03:46

Always grateful for your efforts, George.
Posted By: JazzDude

Re: Aum 80 - 12/14/08 04:35

George, I noticed you used this method to count up seconds (Questions from the forum)

time_passed += time_step / 16;

rather than

wait(-1);
time_passed += 1;

Is there a difference? I've been struggling with an accurate timing code in my game. Does time_step equal a time duration of 16 seconds?

The manual says time_step is used for movement and frame rate compensation. Boy am I confused...but that's my normal state.
Posted By: testDummy

Re: Aum 80 - 12/14/08 04:53

Quoting JazzDude.
Code:
Does time_step equal a time duration of 16 seconds?

@256?
According to some data, the following is an approximation (with faults):
time_step is the duration between frames in ticks.
one tick = 1/16 of second.
seconds = time_step / 16 or time_step * 0.0625 (1/16).
(precision considerations: division OR multiplication is preferred here?)
Usage (above) MAY produce more precise results than wait(-t)!?
Perhaps, if (+1) eval code is used with dependencies and no carry over (int), results may vary with timing hits?

precision (var 10-22): over extended period of time, fast / slow machines may be out of sync?

Certainly, George can provide better answers / replies.
Posted By: JazzDude

Re: Aum 80 - 12/14/08 17:07

Quote:
time_step is the duration between frames in ticks.
one tick = 1/16 of second.


So, a framerate of 10 fps would have 160 ticks per second.
but a framerate of 100 fps would have 1600 ticks per second.

If that's the case, time duration based on time_step would be totally dependent on cpu or graphics muscle. Or so it appears to me.

I must be missing something, because on my computer both methods give the same result regardless of frame rate.
Posted By: Tobias

Re: Aum 80 - 12/14/08 17:37

Originally Posted By: JazzDude
Quote:

one tick = 1/16 of second.


So, a framerate of 10 fps would have 160 ticks per second.
but a framerate of 100 fps would have 1600 ticks per second.

Possibly somethings wrong with your math
one tick = 1/16 of second.
that means one second = 16 ticks.
So, a framerate of 10 fps would have 16 ticks per second.
and a framerate of 100 fps would have 16 ticks per second.
smile

Posted By: George

Re: Aum 80 - 12/14/08 19:01

We've got 16 ticks per second regardless of the frame rate.
My "while(1)" loop method allows you to stop the process immediately using a break instruction. If I would use something like this

wait(-1);
time_passed += 1;

I would have to wait until the entire second passes; I can't interrupt the process earlier if I need to.

On the other hand, "time_passed += time_step / 16;" adds 1 to time_passed each second. A loop that runs until time_passed is greater than or equal to 3 will run for 3 seconds, and so on.

I hope that this explains what's happening; let me know if you need more info.
Posted By: JazzDude

Re: Aum 80 - 12/14/08 21:31

I'm still asking, "Is time_step a measure of time duration", and if I am understanding this, it is.

If it is, one second contains 16 ticks.

from the manual:
Quote:
If time_step changes suddenly, speeds become inaccurate


Now, I can't reconcile those two things.

Anyway, no need to belabor the point in this thread. Maybe it'll get thru to me after a while. I'll work on it. Thanks.
Posted By: Lukas

Re: Aum 80 - 12/15/08 14:36

time_step is the length of the LAST frame, not of the running frame. So if there is a very long frame and then a very short one, objects will "jump" in that short frame. AFAIK you can prevent that with time_smooth.
Posted By: George

Re: Aum 80 - 12/15/08 17:56

time_step changes its value from one frame to the other. You can use Windows' api to build a high precision timer.
Posted By: Anonymous

Re: Aum 80 - 12/16/08 20:56

hey, thanks George.

btw. when will there be some informations about the new competition?
Posted By: Quad

Re: Aum 80 - 12/16/08 21:16

Thanks George,
Awesome as always.

@Fear411 in aum81 i guess.
Posted By: George

Re: Aum 80 - 12/17/08 06:19

Quadraxas is right; the new contest will be announced in the following magazine.
Posted By: Nidhogg

Re: Aum 80 - 12/17/08 19:28

Thankyou George, Your AUM's are and always will be a valuable asset.
© 2024 lite-C Forums