en:toolworks:docs:apparatus:steady-tick

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en:toolworks:docs:apparatus:steady-tick [2021/03/24 15:47] vladiusen:toolworks:docs:apparatus:steady-tick [2021/04/02 20:06] vladius
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 ====== Steady Ticking ====== ====== Steady Ticking ======
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 +<img src="/wiki/_media/en/toolworks/docs/apparatus/stable-collision-detection.svg">
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 Almost all video-games (and thereby game engines) have a common technique for iterating on the game process. The game is basically run in a loop. This loop is thereby called a game loop. On each iteration of this loop the game should prepare and actualize the state of the game for rendering and perform the graphics rendering itself. These iterations are called Ticks within Unreal Engine. They are like a heartbeat to your game. Almost all video-games (and thereby game engines) have a common technique for iterating on the game process. The game is basically run in a loop. This loop is thereby called a game loop. On each iteration of this loop the game should prepare and actualize the state of the game for rendering and perform the graphics rendering itself. These iterations are called Ticks within Unreal Engine. They are like a heartbeat to your game.
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 During the variable "native" ticking we have to interpolate between the previous steady state and the next one. It's up to the user to do the actual interpolation but Apparatus provides a functional basis to do this. During the variable "native" ticking we have to interpolate between the previous steady state and the next one. It's up to the user to do the actual interpolation but Apparatus provides a functional basis to do this.
  
-First of all there is a steady frame ratio node:+Firstthere is a steady frame ratio node available: 
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 +{{ :en:toolworks:docs:apparatus:steady-frame-ratio-node.png?nolink |}} 
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 +This node returns the ratio of the current variable tick in relation to an active steady frame it resides within. For a better understanding see the following schematic: 
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 +{{ :en:toolworks:docs:apparatus:steady-frame-ratio.svg |}} 
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 +This ratio, which is bound from 0.0 to 1.0 (both inclusively), can be used to interpolate the animated visual feedback of some value based on its previous and the next state. In order to achieve that, your steady ticking mechanics have to prepare both states during their processing, while perhaps swapping the past state with the future one. The usual variadic ticking then can use a [[https://docs.unrealengine.com/en-US/BlueprintAPI/Math/Float/Lerp/index.html|Lerp]] node to implement the actual smoothing.
  
  
  • en/toolworks/docs/apparatus/steady-tick.txt
  • Last modified: 2021/04/08 22:24
  • by vladius