Reply to Re: Dink Smallwood v1.08 - Suggestions
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But that doesn't happen in reality. There's no way that anyone gets 1000 frames per second. The difference is visible over a course of time.
Lets say that we get exactly 60 frames a second, or 17 milliseconds a frame. This will never happen with the Dink engine, but we're pretending.
Say we measure two sprites with frame delays of 18 and 19 with the same sequence.
Draw 0 (0 ms elapsed): S1=1 S2=1
Draw 1 (17 ms elapsed): S1=1 S2=1
Draw 2 (32 ms elapsed): S1=2 S2=2
...
Draw 8 (136 ms elapsed): S1=8, S2=8
Draw 9 (153 ms elapsed): S1=9, S2=9
Draw 10 (170 ms elapsed): S1=10, S2=9
So, for 9 or so frames, the sprites will display the same frame. But every 19 draws (the first increment happens around 19/2), S1 will increment one faster than S2, making it *appear* to update 1 ms faster even though updates only happen every 17 ms.
If you hard-lock it so a frame is only calculated and drawn at least 17 ms, then any frame delays under 17 ms will appear to be 17 ms.
And I just thought of something... Seth may want the hard-lock-at-60 as a quick-fix for Dink's speedy problem... but it should be possible to fix it without that lock.
Lets say that we get exactly 60 frames a second, or 17 milliseconds a frame. This will never happen with the Dink engine, but we're pretending.
Say we measure two sprites with frame delays of 18 and 19 with the same sequence.
Draw 0 (0 ms elapsed): S1=1 S2=1
Draw 1 (17 ms elapsed): S1=1 S2=1
Draw 2 (32 ms elapsed): S1=2 S2=2
...
Draw 8 (136 ms elapsed): S1=8, S2=8
Draw 9 (153 ms elapsed): S1=9, S2=9
Draw 10 (170 ms elapsed): S1=10, S2=9
So, for 9 or so frames, the sprites will display the same frame. But every 19 draws (the first increment happens around 19/2), S1 will increment one faster than S2, making it *appear* to update 1 ms faster even though updates only happen every 17 ms.
If you hard-lock it so a frame is only calculated and drawn at least 17 ms, then any frame delays under 17 ms will appear to be 17 ms.
And I just thought of something... Seth may want the hard-lock-at-60 as a quick-fix for Dink's speedy problem... but it should be possible to fix it without that lock.






