mustang Posted August 21, 2014 Share Posted August 21, 2014 is there any other event than "onClientPreRender" or "onClientRender" cause i have a project iam working that needs alot of looping for the same function , for about 33 triggers per second , but i realised that functions depends on rendering , and my server fps limit is 60 and iam worried about people who got low fps like 30 - 40 or lower , they wont have the same result , its something about moving objects without let them teleporting from place to another thats why , i will be moving these object with small values each 3 mili secs(almost) to show smooth movement , i tried to get the client fps and do some math , but its really REALLY hard and takes alot of work . Link to comment
bandi94 Posted August 21, 2014 Share Posted August 21, 2014 Well there is setTimer but the minimum time is 50 mili secs not even close to 3. After all what is so hard to calculate ? You take the current FPS let's say 45 FPS , that is 1 sec (1000 mil sec ) that mean's that the smallest possible trigger is 1000/45 = 22 mili sec, for 3 mili sec you would need 1000/3 = 333 FPS that is not possbile , at 100 FPS (max) you can do a 1000/100 = 10 mili sec trigger. Link to comment
mustang Posted August 21, 2014 Author Share Posted August 21, 2014 Well there is setTimer but the minimum time is 50 mili secs not even close to 3.After all what is so hard to calculate ? You take the current FPS let's say 45 FPS , that is 1 sec (1000 mil sec ) that mean's that the smallest possible trigger is 1000/45 = 22 mili sec, for 3 mili sec you would need 1000/3 = 333 FPS that is not possbile , at 100 FPS (max) you can do a 1000/100 = 10 mili sec trigger. I solved this problem by getting the coordinates of the object , for example if the object reached the wanted position or higher then stop the loop , anyways thanks , it may take about 400 - 500 mili sec more time for low fps players Link to comment
bandi94 Posted August 21, 2014 Share Posted August 21, 2014 Why you dont use "moveObject" ?? Link to comment
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