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hyperPad

hyperPad Forum

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  3. Update/Event Loop

Update/Event Loop

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  • KamdroidK Offline
    KamdroidK Offline
    Kamdroid
    wrote on last edited by Kamdroid
    #1

    I need something that is better than having a timer at 0s, as the timer is still not called enough to make everything I want appear instant/not laggy.

    Aidan_FireA 1 Reply Last reply
    0
    • KamdroidK Kamdroid

      I need something that is better than having a timer at 0s, as the timer is still not called enough to make everything I want appear instant/not laggy.

      Aidan_FireA Offline
      Aidan_FireA Offline
      Aidan_Fire
      wrote on last edited by
      #2

      @kamdroid Have you ever tried using the Loop behaviour? Sounds like what you need.

      KamdroidK 1 Reply Last reply
      0
      • Aidan_FireA Aidan_Fire

        @kamdroid Have you ever tried using the Loop behaviour? Sounds like what you need.

        KamdroidK Offline
        KamdroidK Offline
        Kamdroid
        wrote on last edited by Kamdroid
        #3

        @aidan-oxley Doesn't it freeze the game until it's done?

        Edit: Yep, it freezes the game and hyperPad, then crashes

        Aidan_FireA 1 Reply Last reply
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        • RobinsonXR Offline
          RobinsonXR Offline
          RobinsonX
          wrote on last edited by
          #4

          I just use a Play Animation behavior and set it at 60 fps. It acts like a timer behavior, just not laggy or jittery.

          1 Reply Last reply
          0
          • KamdroidK Kamdroid

            @aidan-oxley Doesn't it freeze the game until it's done?

            Edit: Yep, it freezes the game and hyperPad, then crashes

            Aidan_FireA Offline
            Aidan_FireA Offline
            Aidan_Fire
            wrote on last edited by Aidan_Fire
            #5

            @kamdroid woah, how much stuff are you trying to do? If you want it to not freeze the game, you could try timer 0 second then loop maybe 10-20 times, so basically every 60th of a second it'll activate 20 times (1200 times a second). Wonder if that would get laggy :P.

            I'm not sure why it crashed for you though, unless you spawned like a billion objects in a loop or something. Loop activates REALLY fast, and it's meant to freeze everything until it's done, good for things like loading or spawning stuff into your game, definitely needs to have a limited amount of repeats though.

            1 Reply Last reply
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            • KamdroidK Offline
              KamdroidK Offline
              Kamdroid
              wrote on last edited by
              #6

              @aidan-oxley I don't think you understand what I'm asking for.

              Robinson has the right idea, I just think since HyperPad is meant to be easy, we shouldn't have to use strange workarounds (e.g. the animation timer)

              Aidan_FireA 1 Reply Last reply
              0
              • KamdroidK Kamdroid

                @aidan-oxley I don't think you understand what I'm asking for.

                Robinson has the right idea, I just think since HyperPad is meant to be easy, we shouldn't have to use strange workarounds (e.g. the animation timer)

                Aidan_FireA Offline
                Aidan_FireA Offline
                Aidan_Fire
                wrote on last edited by
                #7

                @kamdroid What exactly are you asking for? Is it about how jittery timer 0s is? If so, you can set it to 0.0166666....s and it becomes more smooth but runs at same speed as timer 0s.

                KamdroidK 1 Reply Last reply
                0
                • Aidan_FireA Aidan_Fire

                  @kamdroid What exactly are you asking for? Is it about how jittery timer 0s is? If so, you can set it to 0.0166666....s and it becomes more smooth but runs at same speed as timer 0s.

                  KamdroidK Offline
                  KamdroidK Offline
                  Kamdroid
                  wrote on last edited by
                  #8

                  @aidan-oxley Wow, using 0.0166666 is smooth. I'll probably use this. Thanks.

                  D 1 Reply Last reply
                  1
                  • KamdroidK Kamdroid

                    @aidan-oxley Wow, using 0.0166666 is smooth. I'll probably use this. Thanks.

                    D Offline
                    D Offline
                    Deeeds
                    wrote on last edited by
                    #9

                    @kamdroid When/if you lose the smoothness you've gained with 0.0166666 timers, it's because they've been rounded to 0.02, which sometimes happens just by touching them in the Behaviour Editor.

                    In this situation, you need to re-edit their time to 0.0166666.

                    Other times, you'll still be running smooth, but your timer behaviours show 0.02 seconds, rounded. This is because it's only a visual representation rounding UNTIL you touch them, when it becomes a physical rounding of this time.

                    Hope this helps. I've played with this, a lot, to get smooth and fast in hyperPad.

                    My advice, never use anything other than divisions and multipliers of frame time in timers. Unfortunately hyperPad doesn't let you use divisions of this, it rounds these up to a "tick", but not accurately, which is what it's doing if you put a zero in a timer.

                    Solving this problem, in the best possible way, would be providing accurate tick based timers, that can be divisions or multipliers of the underlying tick. This is going to be much more important later this year, when more iPads (and iPhones) move to ProMotion (120fps).

                    Aidan_FireA 1 Reply Last reply
                    0
                    • D Deeeds

                      @kamdroid When/if you lose the smoothness you've gained with 0.0166666 timers, it's because they've been rounded to 0.02, which sometimes happens just by touching them in the Behaviour Editor.

                      In this situation, you need to re-edit their time to 0.0166666.

                      Other times, you'll still be running smooth, but your timer behaviours show 0.02 seconds, rounded. This is because it's only a visual representation rounding UNTIL you touch them, when it becomes a physical rounding of this time.

                      Hope this helps. I've played with this, a lot, to get smooth and fast in hyperPad.

                      My advice, never use anything other than divisions and multipliers of frame time in timers. Unfortunately hyperPad doesn't let you use divisions of this, it rounds these up to a "tick", but not accurately, which is what it's doing if you put a zero in a timer.

                      Solving this problem, in the best possible way, would be providing accurate tick based timers, that can be divisions or multipliers of the underlying tick. This is going to be much more important later this year, when more iPads (and iPhones) move to ProMotion (120fps).

                      Aidan_FireA Offline
                      Aidan_FireA Offline
                      Aidan_Fire
                      wrote on last edited by Aidan_Fire
                      #10

                      @deeeds Is it the beta I'm on now, or the last update that stopped the numbers rounding? I thought it was last update, but I guess you making that post means it must be the beta. For me, numbers stay the way you entered them no matter what you do, so that'll be fixed next update :)

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