Timeline for Game Loop Problem - Growth and Recharge as Integer Values
Current License: CC BY-SA 3.0
8 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Mar 13, 2012 at 11:38 | history | tweeted | twitter.com/#!/StackGameDev/status/179531884680843264 | ||
Mar 12, 2012 at 21:57 | comment | added | dreta | if you're worried about shooting each .5 seconds exactly, then don't, you aren't losing miliseconds by firing at 0.504 instead of 0.500, you will still fire 4 times each 2 seconds, maybe each 2.004 seconds if the last shot comes late, but it isn't anything i'd worry about, especially if you end up shooting hundereds or thousands of times, the difference between shots or frames in two different runs, no matter the length, is going to be 1 or 0, if you need higher accuracy then, well, tough luck, timers are precise, but also the data needs time to be processed | |
Mar 12, 2012 at 19:21 | answer | added | Markus | timeline score: 2 | |
Mar 12, 2012 at 18:58 | answer | added | aaaaaaaaaaaa | timeline score: 0 | |
Mar 12, 2012 at 18:16 | answer | added | Raptormeat | timeline score: 10 | |
Mar 12, 2012 at 18:13 | answer | added | Patrick Hughes | timeline score: 3 | |
Mar 12, 2012 at 18:07 | answer | added | Steven Stadnicki | timeline score: 1 | |
Mar 12, 2012 at 17:52 | history | asked | Mob | CC BY-SA 3.0 |