ID:135909
 
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~
sleep(1/10)

Possibly...
In response to Airjoe
tick_lag = 0.1 would be more likely.
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.
In response to Foomer
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.
In response to Deadron
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.
In response to Hedgemistress
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.
In response to Crispy
Crispy wrote:
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.

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.
In response to Foomer
I'm not counting on it. I said "hopefully". =P