Timeline for How to make a more accurate lap time? get_timer() LIMITATION?
Current License: CC BY-SA 4.0
5 events
when toggle format | what | by | license | comment | |
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Nov 1, 2019 at 22:48 | comment | added | Boneco Sinforoso | I used the formula you passed, I must be wrong in some detail. What you say makes sense, but I'm not getting the expected result. I added my attempts to the question. | |
Nov 1, 2019 at 22:44 | comment | added | Boneco Sinforoso | If I understand what you said, I put a step event in the cars, in it a variable is increased by 1 every step. Still the times repeat themselves. | |
Nov 1, 2019 at 22:42 | comment | added | Boneco Sinforoso | The finish is an object whose sprite measures 16x16. Lap time is measured when the car collides with the arrival. | |
Nov 1, 2019 at 10:30 | comment | added | Tom Tsagkatos |
The easiest option would be to just start stepping between the frames with 1000th of a second steps, each time moving the car just a tiny bit wouldn't it be better if on the frame that a car crossed the line, the game could calculate the distance from the car to the line (before crossing it) to "predict" the end time?
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Nov 1, 2019 at 5:22 | history | answered | Bálint | CC BY-SA 4.0 |