What the game currently does is straightforward rounding up y to the next integer. The crucial question now is how to handle such a case. 60 (frames/second) / ( x (attacks/second) ) = y (frames/attack).So, in order to determine how fast your character attacks, it has to translate the "attack speed" quantity (a nice concept for users but useless to the machine) into a meaningful "attack interval", which has to be an integer number of frames. Events (like a character attacking) can only happen exactly in a frame, not somehow between them. For this, the game doesn't measure time as a continuum as we experience it in the real word, but rather in discrete time steps, so called 'frames'. This comes down to how fast the game engine allows your character to attack. I understand how they came about in the first place, but it's not an impossible task to make attack speed increases actually grant the bonuses they promise.įirst some context for people who don't know about breakpoints, skip the first section if you do. Last updated at 14:00:17 UTC Weekly Help Desk RAGE Loot Thread Trade Thread
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