a wall = no wall?

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Jonathan
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Re: a wall = no wall?

Post by Jonathan »

Phytotron wrote:I tell you what I like, is when you manage to 'grind' perpendicular to the tip of a wall, which then can't be beat. Um, looking kinda like...
TipGrind.png
Takes very good aim. AI happen to do it more than people.

I just wish there wouldn't be so much quantization in my input and display. That would make it more reasonable and sets excellent timing apart.

Edit: added quote; got a new page.
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Z-Man
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Re: a wall = no wall?

Post by Z-Man »

Jonathan wrote:I just wish there wouldn't be so much quantization in my input and display. That would make it more reasonable and sets excellent timing apart.
Ditto. I wish input events came with a timestamp, and display technology would move away from fixed refresh rates and move to a 'whenever the app has a new frame ready' model. Hmm. Maybe the input timestamp problem can be solved with a dedicated input gathering thread.
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madmax
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Re: a wall = no wall?

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Phytotron wrote:I tell you what I like, is when you manage to 'grind' perpendicular to the tip of a wall, which then can't be beat. Um, looking kinda like...
TipGrind.png
Takes very good aim. AI happen to do it more than people.
Hah! I was about to mention this. I'm always D: when I can't outgrind those.
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Jonathan
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Re: a wall = no wall?

Post by Jonathan »

Z-Man wrote:Ditto. I wish input events came with a timestamp, and display technology would move away from fixed refresh rates and move to a 'whenever the app has a new frame ready' model.
In fact OS X timestamps events. Not sure if it's any good though.

For display, I found out about CVDisplayLink. It provides a callback at vertical blank with timestamps, including the nominal display time. That would be the most stable thing you can get out of the display. Gets you perfect vsync too, without clogging the pipeline at all or dropping the occasional frame. I think it beats fences.

But how would you use these effectively from SDL?
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