Hi Ken --
What tack did you take in your thesis (Andreas -- Ken`s thesis, called Director, was one of the first to use various kinds of clocks to tick processes along)?
Also, if you look in the menu in the etoy scriptor, there is an entry called "fires per tick". This is a somewhat kludgey but useful way of relating the animation time (ticks per second) to the number of times through a script per tick.Normally, these are 1:1, but can be as fast as 10000:1, which is fast enough to write an etoy that will step through and play samples at audio rates (see the Sampling etoy).
And, the Croquet stuff we are doing uses some of Dave Reed`s ideas (he is one of the 3 main folks), and this involves some interesting relationships between pseudotimelines and realtimelines.
Cheers,
Alan
At 09:56 AM 2/29/2004, Ken Kahn wrote:
Andreas Raab wrote:
It is possible to treat it is a measure of speed by setting a script to ticking, effectively specifying that "each tick we
move
by delta" and naturally, given the values for "tick" and "delta" we
can
compute the speed by dividing tick into delta and we can influence the
speed
by changing either tick or delta (for changing the "tick" you can click-and-hold on the little clock in the script; it will show you a
little
menu where you can choose how fast this script should be ticking).
I have a few questions about this.
- So if a tick is a specified number of milliseconds then what happens
when too much is happening during a cycle for the computer to be able to handle in "tick" milliseconds?
- Or instead if the tick is in Squeak time units what relationship does
it have to the passage of time my watch shows?
Underlying my questions is the desire to be able to set a speed so that a car takes, for example, exactly 5 seconds to travel 100 units (pixels?) at a constant speed.
Best,
-ken kahn
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