You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
there is no framerate in C4iOS... on purpose.
the intention is to update things only when they need to be updated, and to let the system handle a lot of the animation implicitly.
this raises issues, though, because a lot of ideology (especially in creative coding languages) relies on the concept of a framerate and things being updated 30fps or whatever...
this impacts any kind of Vector class... because particle / physics / vector systems necessarily need some kind of update function.
also, the technique for rendering a lot of these systems uses a frame-based drawing technique (e.g. draw circle at X,Y now) and doesn't think about using some kind of implicit animations...
i am not sure how to get around this kind of thing, or if it needs to be got around at all...
The text was updated successfully, but these errors were encountered:
I added timers to the framework, they should be used to create constantly updated scenarios. For instance, when adam asked me how to do a particular aesthetic where a shape changed points every frame, I added a timer to trigger animations between new shapes.
This should be fine for other things as well, including vector-based systems.
there is no framerate in C4iOS... on purpose.
the intention is to update things only when they need to be updated, and to let the system handle a lot of the animation implicitly.
this raises issues, though, because a lot of ideology (especially in creative coding languages) relies on the concept of a framerate and things being updated 30fps or whatever...
this impacts any kind of Vector class... because particle / physics / vector systems necessarily need some kind of update function.
also, the technique for rendering a lot of these systems uses a frame-based drawing technique (e.g. draw circle at X,Y now) and doesn't think about using some kind of implicit animations...
i am not sure how to get around this kind of thing, or if it needs to be got around at all...
The text was updated successfully, but these errors were encountered: