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Re: [palito-dev] simulation FPS
From: |
barrett |
Subject: |
Re: [palito-dev] simulation FPS |
Date: |
Fri, 5 Sep 2003 00:59:34 -0300 |
User-agent: |
Mutt/1.4.1i |
On Thu, Sep 04, 2003 at 03:55:39PM -0300, Gabriel Blum wrote:
palito uses 10 frames/sec now.
but each frame everything is calculated.
but some things may be calculated with less frequency.
for ex: position / velocity / aceleration must be calculated each frame,
but visibility / path finding / behaviour decisions may be calculated
with low frequency, say once or twice a second.
that on the server.
the client have a higher FPS (user-adjustable), and interpolate the
position of the units to make a smooth movement, overwriting the
position/velocity/other data when it receive an update package from
the server.
but that part of the code is still very imature yet.
barrett.
> Hey guys,
>
> Well, I just read in a technical doc that games like StarCraft and Ages of
> empires have a internal performance measure that "real-time" means AT LEAST 5
> simulation frames/sec
>
> What do you think of this number? 5 simulations frames/sec ? Too low?
> Adequate?
>
> Regards!
> Gabriel