Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision Next revisionBoth sides next revision | ||
en:toolworks:docs:apparatus:steady-tick [2021/03/24 15:47] – vladius | en:toolworks:docs:apparatus:steady-tick [2021/04/02 20:06] – vladius | ||
---|---|---|---|
Line 1: | Line 1: | ||
====== Steady Ticking ====== | ====== Steady Ticking ====== | ||
+ | |||
+ | < | ||
+ | <img src="/ | ||
+ | </ | ||
+ | </ | ||
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. | ||
Line 45: | Line 50: | ||
During the variable " | During the variable " | ||
- | First of all there is a steady frame ratio node: | + | First, there is a steady frame ratio node available: |
+ | |||
+ | {{ : | ||
+ | |||
+ | 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: | ||
+ | |||
+ | {{ : | ||
+ | |||
+ | This ratio, which is bound from 0.0 to 1.0 (both inclusively), | ||