It'd be more versitile if BYOND could compute to .01, instead of .1 seconds. Currently if you are trying to do a for loop of large porportions, and you try to sleep by .1, it could take forever to finish. Yet you don't want to go without a sleep, as it could spell disaster for low-end computers. A psuedo effect can be implemented by executing 10 at a time, sleeping for .1, and executing ten more, repeating this loop. I could still find many other uses for a more pinpoint system.
~Polatrite~
ID:135909
![]() Dec 10 2003, 7:09 pm
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Just do sleep(0) this causes it to go and handle all the other procs and come back to this one before the tick is up.
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Foomer wrote:
tick_lag = 0.1 would be more likely. Yes, this is the way to speed up the system. I'm not sure if this exact line would do it, but if you want a faster running game you can set it that way. |
Worth noting that the screen will still only update 10 times a second, but I think that would allow for more exactly timing when something happens.
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Hedgemistress wrote:
Worth noting that the screen will still only update 10 times a second Yeah. Which is extremely annoying. =( Hopefully BYOND 4.0 will change this, or at least have an option to change it. |
Crispy wrote:
Hedgemistress wrote: Don't count on BYOND 4.0 being the solution to everything. It'll probably add more problems than it'll fix, but there'll be a bunch of new features to make up for it. |
Possibly...