Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | PugMasterPug | |
Old Version | Published before Godot 3 was released. |
I want to create a method that calls exactly 30 times each second, how can i do it?
Attention | Topic was automatically imported from the old Question2Answer platform. | |
Asked By | PugMasterPug | |
Old Version | Published before Godot 3 was released. |
I want to create a method that calls exactly 30 times each second, how can i do it?
Reply From: | sparks |
I guess you only want a certain update speed for a method and not for the entire game (as your title suggests). I am no math hero, so correct me if anything is incorrect.
(1) Custom timer:
var time_passed = 0
var calls_per_sec = 30
var time_for_one_call= 1 / calls_per_second
func _process (delta):
time_passed += delta
if time_passed >= time_for_one_call:
call_my_func()
time_passed -= time_for_one_call
delta is the time which is passed from the last frame to the current frame, it varies depending on the workload. On a game, which runs at constant 60 fps, the delta is around ~0.017 seconds (17ms). Now, when you need 30 calls pers second, then 1 call needs 1 sec / 30 calls = ~ 0.03 seconds (33ms). Therefore you ask when are 0.03s passed? If so, call my function.
(2) Another approach may be Coroutines. But I don’t see a way to effectively use them in this case. There is no simple way like Unity:
yield return new WaitForSeconds();
Thanks, it is really helpfull.
PugMasterPug | 2017-04-12 20:44
Looks good to me. Though I wonder if they want 30 times consecutively every second, or have it run at 30FPS.
var time = 0
func _fixed_process(delta):
time += delta
if(time > 1.0):
time -= 1.0
for i in range(30): # 30 consecutive calls every second
#myfunc()
avencherus | 2017-04-13 13:13
Reply From: | Omicron |
We might have better or more specific solutions for what you are trying to solve if we get more details.
Other than that, you can actually just use Timer node : Timer — Godot Engine (stable) documentation in English
good idea
sparks | 2017-04-13 11:31
Reply From: | eons |
When designing a game, could be better to make time-based things depending on FPS rather than seconds (if the game is a network based one, more methods of approximation will be needed).
Games will not run on real time systems not even on reliable computers like consoles of old where you got everything at the same speed.
You can relax the “exactly” part and go for something “nearly” instead.
Timer node may work fine at 0.03 seconds which is close to your needs, if after 1000 seconds you notice a discrepancy, it can be fixed by delaying or accelerating the timer a bit, once.