01-11-2015, 12:53 AM
Yeah. And as a result the next semester is going to be really short. My teacher calculated we only have about 12 weeks of actual school time before the summer vacation.
Random Chitchat 2012-2016
|
01-11-2015, 12:53 AM
Yeah. And as a result the next semester is going to be really short. My teacher calculated we only have about 12 weeks of actual school time before the summer vacation.
Does anyone know what the unit of a_Dt supposed to be in Entity::Tick and Entity::HandlePhysics? I'm converting it to std::chrono, and TickThread appears to pass milliseconds, but a lot of the physics code seems to either be working in microseconds or a_Dt is expected to be in seconds.
EDIT: No I'm being stupid, its trying to work in seconds.
01-12-2015, 06:36 AM
And I was thinking about getting rid of it completely. The code should only use ticks, no other time measure, for everything. The only place where the actual real-world time would be useful is a performance-reporting plugin.
01-12-2015, 06:43 AM
Its useful to smooth physics code when the server is running slightly slow (dropping a couple of ticks per second)
01-12-2015, 08:20 AM
What about a delay that plugins can cause? like simply
void delay(int milliseconds);
01-12-2015, 04:37 PM
Plugins are synchronous, so they cannot, ever, use code like that. You need to use the scheduler - "call me back in 5 ticks".
01-15-2015, 05:27 AM
I got a 10 on my programming test (highest possible in case it's different in your country)
01-15-2015, 03:59 PM
Congratulations!
|
« Next Oldest | Next Newest »
|