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Time Controls #15

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Xevion opened this issue May 25, 2020 · 1 comment
Open

Time Controls #15

Xevion opened this issue May 25, 2020 · 1 comment
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state: pending Taking action, but need a few things to happen first. type: experimental May introduce difficult problems or require innovative implementations to be successful. type: feature Brand new functionality, features, pages, workflows, endpoints, etc. work: complicated The situation is complicated, good practices used.

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@Xevion
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Xevion commented May 25, 2020

Methods to adjust the speed of the game would likely help greatly. It's possible that a global bias or velocity effect multiplier would have the same effect, but I'm hoping that some kind of trick or easy logical operation is available to me.

The basic effect of this feature would be an adjustable time scaling, boids would move and react slower while still retaining their smooth movements (although the UI would be unaffected). This could be done through a slider or through mouse scrolling (see #14).

@Xevion Xevion added type: feature Brand new functionality, features, pages, workflows, endpoints, etc. work: complicated The situation is complicated, good practices used. state: pending Taking action, but need a few things to happen first. type: experimental May introduce difficult problems or require innovative implementations to be successful. labels May 25, 2020
@Xevion
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Xevion commented May 27, 2020

Improvements in #4 with Time.deltaTime make me believe that implementing a time scale multiplier will be very easy.

_position += _velocity * Time.deltaTime;

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Labels
state: pending Taking action, but need a few things to happen first. type: experimental May introduce difficult problems or require innovative implementations to be successful. type: feature Brand new functionality, features, pages, workflows, endpoints, etc. work: complicated The situation is complicated, good practices used.
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