Jump to content

Oh how I hate AppTime() and the randomness of it all.

Marleys Ghost

1,413 views

Actually I don't hate AppTime() I just don't like using it in some instances. Its extremely useful and from what I can tell a more accurate mechanism to use than AppSpeed().

 

Whilst working on Furious Frank, one thing I noticed and it always caught my eye, was what I term “Chorus Line Syndrome” where using the basic AppTime() frame incrementing code for looping animations results in a regimented animation playback for like models/characters. I have ignored this issue thus far as it was not such a big deal in the early stages. However I decided it needed to be sorted, rather than just left as this issue will no doubt crop up again and its always handy when problems do arise again to have a basic template solution. First I took the lua entity script for the bug and removed all dependence on AppTime() completely using AppSpeed() to adjust for running speed variations. This worked fine but still broke down under high stress tests. The only way I can simulate high stress is to run some background applications and Fraps. Of course some breakdown would come about when the stress is heavy. I then switched to using a mechanism that relied on AppTime() as the base, but not in the same way that it was used for the basic AppTime() frame incrementing code for looping animations. There was still some breakdown under heavy load but not as much as the AppSpeed() based script.

 

Utilising this script with other aspects to add extra randomness to same type character animation playback I made a few tests. The results are in the video below, in the first part the “Red Bugs” are running the original script and the “Blue Bugs” the new one. In the second half of the video I applied the template to some “Fast Horde” zombie AI I had been working on previously:

 

 

 

 

Some synchronisation still occurs but that's just inevitable given the constraints of the character models used, that is, how many frames per loop are used in a cycle of animation and indeed how many animation types per action there are. Even slightly interrupting the “Chorus Line Syndrome” has much nicer results. I added some small mechanisms to the “Fast Horde” zombie script to continually mix things up over time. But all in all I am much happier with the results than not having addressed it. There is still some translational movement patterns, like the "flying V" the Zombies exhibit in the video now and again, but I already have a solution involving types of same entity types to add a few extra parameters to help limit the occurrence.

 

As for Furious Frank, I'd like to say a big thank you to Paul Thomas for his contribution to this little side project. Paul kindly integrated into Furious Franks source code one of his older basic cloud and ToD (Time of Day) systems. It will need tweaking for the project but it was most generous. Heres a little look at the current stage of integration:

 

 

 

 

When more time is permitting I will continue with working toward a release of Furious Frank V0.03

 

The current version of Furious Frank can be found here:

 

Furious Frank V0.03

 

Previous entries for this project:

 

MAGIA .. Monday

 

MAGIA .. Monday ... and a little bit.

 

MAGIA .. Monday .. a little bit .. and beyond

 

 

Source



0 Comments


Recommended Comments

There are no comments to display.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Blog Entries

    • By 💎Yue💎 in The shock absorbers 2
      Coming to the end of my prototype of a 3d game, and with background music by Hanz Zimmer ( Time ). I saw my progress in many aspects, always something to learn, always something to improve, I didn't intend to make a game, that has never been the goal. 
      Rather, the effort and dedication immeasurably, was to improve on something learned. And here I was with the powerful leadwerks engine, where his greatest power lay in making everything very easy.  
      About the project
      The prototype is very simple, a third person character goes through a stage, an orbital camera that follows him with many interesting things when scripting.  A character who runs, walks, ducks, jumps, and suffers damage when he falls from different heights. 
      The interesting thing about all this is that just like when you're little and learn to write, repetition is key to learning to program, understand concepts and improve.  So as I've always said, you learn to program by programming, although I sincerely think that lua script is not programming, but the experts say it is, so I go into that elitism of those of us who think we are programmers. 
      The final part of the project consists of creating a death animation, this will be activated when the player falls from a high part and separates the legs (that is very cruel). 
      But that feeling of improvement is the same that I feel when in the mornings when I have a coffee I solve a riddle of the newspaper, but I don't know when I'm going to stop, it turns out and it happens that technology advances very fast and this continues and continues without stopping. Starting with LE 5, and the only thing that can happen is that I die or that my old computer doesn't work anymore. 
      Translated with www.DeepL.com/Translator





    • By 💎Yue💎 in The shock absorbers 1
      It's interesting that when you become an expert on something, you're not sparing any effort to see how something works, but rather you're focusing on creating something. And so everything becomes easier.
      At this point of learning there is a glimpse of a low idea of creating a game, but the secret of all this is to keep it simple and to be very clear that a game is a game, and not an exact simulation of the real world. For example anyone who has a low idea of the red planet, will understand no matter the colors of the scene that is a terrain of Mars, even if it is not very real what is transmitted, a game, that's just it.
      At this point I already have an astronaut character who runs from one place to another on a very large 4096 x 4046 terrain that would surely take a long walk. My previous prototype projects involve a vehicle, but I didn't get the best implementation prospect in that time and I always found performance problems in my machine, something that isn't happening with the character controller for a third person player. 
      As always, I think I'm a scavenger looking for game resources, that's where this community exposes links to websites with interesting hd textures, and one or another model searched on the net, but what I've greatly improved is learning to write code, I have a better workflow, writing Lua code focused on the paradigm of object programming.



      Something interesting is the system of putting rocks, all very nice from the point of implementing them. And it works very well with the character controller if you put collision in cube form.
      I've been thinking about implementing a car system, I think it would be necessary in such a large terrain, but I think it's not the time, my previous experience, involves deterioration in performance and something I think is the physics of the car with respect to the terrain and rocks that in the previous project involve deterioration in the fps. Although if you implement a car would have an option would be to remove the rocks, but I prefer not to have a car and if you have rocks. 
       
       
       
       
    • By Josh in Josh's Dev Blog 3
      What's new
      EAX audio effects for supported hardware. Source class renamed to "Speaker". Plane joint for 2D physics, so now you can make Angry Birds with Vulkan graphics. Fixed DPI issues with fullscreen mode. Added impact noise to barrels, fixed Lua collision function not being called. Script functions now start with "Entity:" instead of "Script:", i.e. Entity:Update() instead of Script:Update(). Additionally, four examples can be run showing various functionality. Double-click on the .bat files to launch a different demo:
      First-person shooter game. 2D physics demonstration. Advanced 2D drawing with text, rotation, and scaling. Multi-camera setup.
×
×
  • Create New...