[Bf-gamedev] Proposal: finer clock management

Arnaud Degroote arnaud.degroote at laas.fr
Sat Nov 23 09:29:07 CET 2013


On 22/Nov - 07:57, Mitchell Stokes wrote:
> The easier method would be to have a multiplier for the current timestep. A
> greater than one multiplier would cause an acceleration, and less than one
> would slow things down. Suspending would have to be handled separately.

I mostly agree. I first think to implement something such time_scale
(which is available in 'normal blender' when simulating rigid body). But
it does not handle one of my use-case which it seems I failed to expose
in my previous mail.

There is some stuff (simulation in this case, not really game) where I
want to synchronize finely several instances of simulation (possibly
using completely different engines)), and in this case, I definitely
need to access to the clock.

Both part can be implemented, time_scale as 'standard interface' and
clock access as 'advanced finer-grained interface'. 


-- 
Arnaud Degroote
Postdoc
RIA LAAS - CNRS
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