| 07-31-2007, 03:25 PM | #1 |
I forgot how much it is. Was it 0.035 or 0.037 ? I cant find it anywhere ... ![]() |
| 07-31-2007, 03:31 PM | #2 |
zero |
| 07-31-2007, 03:40 PM | #3 |
That was correct but was not funny. Can someone give me the number plz? |
| 07-31-2007, 04:01 PM | #4 |
.... 0.0 is the minimum timer period... |
| 07-31-2007, 04:03 PM | #5 |
What kind of a timer would have a timeout 0 Vex? Daelin said that it's 0.035, but I think it goes all the way to 0.02, I'm not sure.......wait a minute, if that what Vex said was true, then a timer can have an infinitely small timeout. If not, then it doesn't make sense. |
| 07-31-2007, 04:07 PM | #6 |
Ah so it is 0.035 after all. What Vexorian meant is that when you put it to zero game will revamp it to 0.035 by default. Like I said not funny but correct nevertheless. |
| 07-31-2007, 04:07 PM | #7 |
Dude, I use 0.0 timers all over the place. Some things don't work directly on an event callback, like the actual damage of a damage event is always applied 0.0 after the event fires. That means in cases where you need to PREVENT that damage, you need to run a timer for 0.0. There are other times where it can be useful as well. |
| 07-31-2007, 04:18 PM | #8 | |
They're not lying to you. Zero is the minimum. If you're asking what's the best choice for a periodic timer, that's really your preference. Though, I wouldn't suggest zero unless you need it. Edit: Quote:
Seriously? How did I not know this until now? If I'm understanding you correctly, that could make things much easier for me. |
| 07-31-2007, 04:19 PM | #9 |
0.00 is not 0.02, and it definitely isn't 0.035 , 0 seconds timers are instant, they are called exactly after the current thread dies or sleeps (no delays at all), which is very useful. If you want periodic timers + rendering then I've seen 0.001 use more executions per seconds than 0.01 which also does more executions per seconds than 0.035 |
| 07-31-2007, 04:26 PM | #10 | |
Quote:
So yeah. :p |
| 07-31-2007, 04:43 PM | #11 |
So then what was that 0.035 number all about? I can understand that 0.0 timer will fire instantly after current thread, but there is a minimum to a non zero timers, you cannot set it to 0.0000001 and expect it to fire million times a second, it simply won't work. So let me refraze my question: Does anyone know what is the minimum non-zero timer period ? EDIT: I don't need this for rendering of course, anyone using less than 0.04 for that is simply a dumbass. |
| 07-31-2007, 04:50 PM | #12 |
I'm assuming that was a recommendation because 0.035 worked well with HandleVars. And the minimum is whatever the lowest precision the floating-point allows. I'd guess it to be 0.001, but that's just a guess based on my experience, I've never tried it. But, consider, "Is it really reasonable to use anything less than 0.01 anyway?" Unless you have a very specific need for a period that fast, I doubt it. Edit: Using parallel arrays a 0.02 second timer is not uncommon. :P |
| 07-31-2007, 04:52 PM | #13 |
Framerate is generally 0.033 (30 fps) for most computers. Needing anything lower than that is retarded (Unless it's 0.0). There might be case scenarios that need lower. *Shrugs* I've never tested for accuracy past 0.01, which I know runs exactly 100 times per second. So if you can use that as a gauge, the minimum is somewhere between 0.00 and 0.01 |
| 07-31-2007, 04:56 PM | #14 |
why exactly do you prevent damage 0.0 after its done again? whenever I have spells like that, I just detect when the unit is damaged and heal it for the damage amount what are you talking about? |
| 07-31-2007, 05:01 PM | #15 | |
Quote:
Actually the human eye can only perceive up to 25 fps (that is the reason almost all divx is encoded as 25 fps) therefore 25fps = 0.04 period is the best value. Now the reason I need 0.00001 period is because I am making an atomic bomb "simulation" I am from Korea btw. |
