problem of period of phase slipping based on fps cycles...or what?

old_kipperold_kipper Member Posts: 1,420
edited November -1 in Working with GS (Mac)
I am not sure how accurate timing things are with GS but for most purposes it seems great. But I have come across a problem. I am manipulating certain attributes in cycles that are offset. These start out fine but within a few seconds start falling into phase. Is there some division of seconds that I can rely on that won't let this happen. I wonder this as I am not sure how the processing cycles are set up.

Any clear (read- I am tired), explanation, info or help would be more than welcome

thanks kipper

Comments

  • ORBZORBZ Member Posts: 1,304
    not clear, but it sounds like you are talking about frame skipping or jumping? i.e. all the action skips ahead a few moments?

    If so that is due to spawning, it's slow in 0.9.5 and it can cause the fps to drop to 0 for a moment while the spawning finishes up. Or at least, that's the perceived effect, devs would have to chime in to know for sure what's going on.
  • old_kipperold_kipper Member Posts: 1,420
    Thanks for the response.

    Its not spawning. What I am doing is generating an offset by putting the player x position/480 in a timer at the start of the scene to start the cycle, then using an interpolate set to 1 second, and another at the arrive position to return it just beyond the start point (so the next rule that fires it back again does not catch it when it starts. All appear to work fine to start with but I guess that the timing is slipping as the the object start falling into sync first in close pairs and then groups of ever larger.

    cheers kipper
  • ORBZORBZ Member Posts: 1,304
    hmm... i'm not sure i totally understand but if interpolate is called more than once for the same attribute it can get confused. make sure that interpolate is completely finished modifying the variable before another interpolate attempts to change it.
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