Timers not in time



  • Basically, for example a 1s timer is not quite twice as slow as a 0.5s timer (which it should be). In this example project, a heap of timers run at once, adding their time to a label (except the 0s timer which is adding 1/60 of a second, 0.01666...), so if timers all stayed in time, the numbers (not the ones in brackets) should all always be the same. But they aren't, and over time they get further and further apart.

    Link: http://bit.ly/2I0UKKL



  • @aidan-oxley Yes. Found this problem, early on, and decided timers aren't linked to a fixed sense of game time, but independent things, without any coupling to a central time server or anything of the sort.

    So I gave up on doing anything that required any of this sort of dependency in hyperPad, despite decades of being accustomed to thinking in this way.



  • @deeeds This is making me want to run all my timers as 0s, then for example if I want every 0.1s, I'll make it trigger my event every 6 timer repeats just so I have more accuracy and timer consistency 😝



  • @aidan-oxley

    Due to the bug fix I provided for timing, as a whole, and throughout cocos2D-iPhone for hyperPad, they could, in that update, add proper time management tools and the equivalents to Unity Coroutines, and make timers work properly, too. Freeing up the engine from CADisplayLink means real time and real timers can be used, as well as frame and physics step counters, without the nightmare that was CADisplayLink dependency for frame/render stepping.

    But they're apparently too busy to submit any updates, of any sort.



  • @deeeds Busy as in still working on the update so it works properly before they release it? Also the fact that hyperPad is not their primary income source. They seem to like releasing few updates with lots of content rather than lots of updates with very little content.



  • @aidan-oxley

    "Not their primary income source" might be an understatement.

    As to the rest, I don't see why you continue to make apologies for a version that makes iPads physically hot to touch, instigates thermal throttling and flattens batteries at never before seen rates... in the static code (behaviour) editor. Let alone the stuttering in the runtime.

    The fix has been provided. Spelt out. Not even difficult. Just copy paste from someone else that discovered the problem and fixed it.


  • Admin

    @Deeeds fix is very difficult, actually. Since a lot of our app runs on timers, everything will need to be tested. Just because its a "quick" code fix (it's also not a quick fix), does not mean its a quick fix for everything.

    As for timers being slightly inaccurate, I think its because time is based off of frames, so if you're doing some pretty time accurate things, they need to be multiples of your fps eg 1/20, 1/60, 1/30 etc.


  • Admin

    Also, updates are slow because our app is in both a really stable state and a really broken state. For our more hardcore users (you guys), we're fixing pretty much all the issues at once because they all relate to each other, while making sure that the app stays stable for everyone else.



  • @deeeds idk why you like to attack them so much.


  • Admin

    We're also working on Hyperpad full time. But it’s hard. There’s a reason why we're the only WYSIWYG game creator on iPad.



  • @hamed when I let the project with them timers run for long enough, ALL of the timers have a different number. There's a 0s timer, 1s timer, 0.5s timer, 0.25s timer, 0.2s timer and a 0.1s timer. All of those are divisible by 60 (1 frame, 60 frames, 30 frames, 15 frames, 12 frames, 6 frames respectively).



  • The smaller the number in the timer, the lower their number is after leaving it for a while (except 0s, it ends up with the highest). Timers are adding to a label their own time (0.1s timer adds 0.1, 0.2s adds 0.2 etc).



  • @hamed Bullshit.

    The primary fix (independence from CADisplayLink) isolates you from the problems without creating other obligations and changes nothing of significance about cocos2D.

    I might even know this to be fact.

    I know you do.



  • @aidan-oxley said in Timers not in time:

    when I let the project with them timers run for long enough, ALL of the timers have a different number. There's a 0s timer, 1s timer, 0.5s timer, 0.25s timer, 0.2s timer and a 0.1s timer. All of those are divisible by 60 (1 frame, 60 frames, 30 frames, 15 frames, 12 frames, 6 frames respectively)
    And this is only one part of the problem.

    If you have multiple timers, and they all do your "rounding" @hamed, then every single one must be manually forcibly reset, without knowing which one is the problem.

    This, the lack of functions and references generally indicate you don't care about your (very few) users.

    Stop writing. Just fix it. Update it. Then go play with your efforts to become virtual currency "playas".



  • @hamed said in Timers not in time:

    We're also working on Hyperpad full time. But it’s hard. There’s a reason why we're the only WYSIWYG game creator on iPad.

    You're not the only WYSIWYG game creator on iPad. You're just the only one that never gets around to updating. The other significant one manages to create up to date documentation and samples and fixes, and updates to 3D and ARKit, despite having a programming team of the exact same size.... because they ACTUALLY work on it more than a little. Not full time, but more than you.



  • @aidan-oxley No attack, yet. Just observation, commentary and critique. When you know the difference between those things and an actual attack, you'll be ready for a career in media. If you believe this is toxicity or need a safe space, that's on you.


  • Admin

    That's pretty creepy. What we do on our own time is our own business.

    @Aidan-Oxley I've downloaded your project and will take a look



  • @deeeds There's another WYSIWYG game creator on iPad? Maybe you should delete hyperPad and go download that one, and then you won't have to complain so much. Have you never seen a hyperPad update? They do get around to it, they just take a while.



  • @aidan-oxley try Codea and Construct 3

    Neither offer Chipmunk2D and cocos2D rendering, but they're both very good at what they do, and far better in just about every way, other than the above mentioned two things.



  • @aidan-oxley In direct answer, no. Have not seen an update in the time I've been using hyperPad.


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