|
On May 10 2009 04:21 Superiorwolf wrote:Show nested quote +On May 07 2009 15:12 AttackZerg wrote:On May 07 2009 14:38 Superiorwolf wrote:Berkeley class final! Good work, I give it an A+! Very interesting to see the mechanics of egg hatching and why they disappear  Thank you  huh? None of this occured to you while playing ..... ever? It's a fucking class final and the guy put some nice effort into it, I was interested when I was reading it to understand why the eggs actually disappear. And no, this didn't occur to me when I played because I didn't know there were a few frames where the units health was different, all I knew was that if you attack the egg sometimes it doesn't spawn. Be supportive of someone's final, faggot.
Cool your jets wolfie, no need to get too uppity.
|
great job simon, very well done. now improve your zvz!
|
After 11 years of StarCraft this is definitely something new to me. Thanks!
|
On May 10 2009 19:12 Aqo[il] wrote:Show nested quote +it also makes more sense from a programmers point of view to have an integer as delay (42ms) and not the fps rate which is rather unimportant to be accurate. Why would you choose an integer as arbitrary as 42 (douglas adams comes to mind)? In my programs I use a division mechanism, i.e., you tell it the FPS with a function call during initialization and it adjusts the delay accordingly. For example, if I tell it I want 60 FPS it'll set the delay to 1000/60 which is 16.667. I don't think some programmer was sitting down and thinking "oh 42 millisecond of delay sounds like a good amount".
and how do you create this delay? it heavly depends on the accuracy of your time measuring mechanism. If you take the windows API function GetTickCount() as base for your timings the most accurate you can get is 1ms, and it still sucks. so why should you check a float towards an int when it never will reach the floats accuracy?
|
This is even more disgusting than watching an egg hatch at regular speed, lol
|
|
|
|