Smaller time unit than 1 tic

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Re: Smaller time unit than 1 tic

by XutaWoo » Sat Nov 29, 2008 5:36 pm

bagheadspidey wrote:I'm trying right now with a ticrate of 70... ok this is actually very cool...

* music and sound are ok (normal speed)
* everything else is twice as fast - movement, monsters, animations, projectiles, etc.
Oooh, mind showing this off? I'd like to mess with that.

Re: Smaller time unit than 1 tic

by bagheadspidey » Sat Nov 29, 2008 5:21 pm

Why not see for yourself? Change TICRATE to something else in src/doomdef.h and recompile.

I'm trying right now with a ticrate of 70... ok this is actually very cool...

* music and sound are ok (normal speed)
* everything else is twice as fast - movement, monsters, animations, projectiles, etc.

Anyway the only way I could see this being useful would be something like if decorate tics were changed to really mean two tics, and half-tics were allowed...

Honestly I don't think we need finer resolution tics, though. I'd much rather be able to use fractional numbers for thrust thing and related functions.

Re: Smaller time unit than 1 tic

by Graf Zahl » Sat Nov 29, 2008 5:10 pm

edward850 wrote:Enlighten me. How different would it get?

How should I know? I'm not a masochist and try to do this. But it wouldn't be the same.

Re: Smaller time unit than 1 tic

by TheDarkArchon » Sat Nov 29, 2008 5:07 pm

tubers93 wrote:Only some parts are possible :wink: I don't know programming
Then kindly refrain from commenting in programming related topics

Re: Smaller time unit than 1 tic

by edward850 » Sat Nov 29, 2008 4:47 pm

Enlighten me. How different would it get?

Re: Smaller time unit than 1 tic

by Graf Zahl » Sat Nov 29, 2008 9:44 am

If you change the timing of the engine there is no way to compensate for that. Even if you got every single value correct the physics will no longer be the same.

Re: Smaller time unit than 1 tic

by Tubers » Sat Nov 29, 2008 8:23 am

Gez wrote:Why do you think I talked about how many parts of the engine would require to be changed?
Only some parts are possible :wink: I don't know programming

Re: Smaller time unit than 1 tic

by Gez » Sat Nov 29, 2008 8:13 am

tubers93 wrote:
Gez wrote:
edward850 wrote:Seems possible. Wouldn't make the game somewhat smoother if it was?
Of course.

But there are many parts of the engine that'd need to be changed to reflect a "minitic" that's just a fraction of the original tic.
I don't think that is possible, if it was split it might cause problems.
...

Why do you think I talked about how many parts of the engine would require to be changed?

Re: Smaller time unit than 1 tic

by Tubers » Sat Nov 29, 2008 7:22 am

Gez wrote:
edward850 wrote:Seems possible. Wouldn't make the game somewhat smoother if it was?
Of course.

But there are many parts of the engine that'd need to be changed to reflect a "minitic" that's just a fraction of the original tic.
I don't think that is possible, if it was split it might cause problems.

Re: Smaller time unit than 1 tic

by Gez » Sat Nov 29, 2008 7:15 am

edward850 wrote:Seems possible. Wouldn't make the game somewhat smoother if it was?
Of course.

But there are many parts of the engine that'd need to be changed to reflect a "minitic" that's just a fraction of the original tic.

Re: Smaller time unit than 1 tic

by edward850 » Sat Nov 29, 2008 5:55 am

Seems possible. Wouldn't make the game somewhat smoother if it was?

Re: Smaller time unit than 1 tic

by randi » Fri Nov 28, 2008 7:35 pm

I imagine the 35 Hz tic rate was chosen because exactly two video frames fit in that duration, as Doom's video mode was 70 Hz. Had computers of the time been faster, would they have used a 70 Hz tic instead?

This is just speculation on my part.

Re: Smaller time unit than 1 tic

by Gez » Wed Nov 26, 2008 4:24 pm

It's quite easy to do so since it's a preprocessor constant. So you've got only one value to change somewhere, and everything is (or at least, should be) updated.

But of course, don't expect it to still behave "like Doom should" since the simulation will be accelerated.

Re: Smaller time unit than 1 tic

by HotWax » Wed Nov 26, 2008 3:50 pm

Of course, you could always modify the code yourself and make the tics process twice as fast...

Then have fun playing with your double-time version of Doom. ;)

Re: Smaller time unit than 1 tic

by Zippy » Wed Nov 26, 2008 2:21 pm

Just to be clear, a tic is not some official scientific unit. The actual duration of a tic is defined on a case by case basis. A tic, in a game (or really any simulation in general), is generally the smallest single unit of time. One iteration of the game/simulation loop, or one complete update to the game/simulation state is updated is often a single tic. When making Doom, id Software chose to make the tic 1/35 of a second, and this was coded as something fundamental in the basics of the engine (that's why vanilla Doom ran at 35 FPS, one screen refresh per tic). I can go off and make a game or simulation that has 15 tics in a second, or 40, or 125, or whatever I want. There is no actual value to a tic in general, only within certain contexts.

Basically, by the intended definition of what it is supposed to be, you can't subdivide a tic. As for ZDoom itself, I'm not in a position to be foretelling the ramifications of even just trying to change this, but suffice to say that Graf's declaration of it being basically impossible is more than sufficient for me, and really should be for anyone else.

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