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icuurd12b42
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TMC Delta-T Engine
Outputs: All
Type: Template/Starter Project
Included: Scripts, Example Sprites, Example Objects and Demo Room
Demo: https://onedrive.liv...45D1EA9168D!747
Marketplace: https://marketplace....-delta-t-engine
Flickering Fix For Newer Studio Versions: https://forum.yoyogames.com/index.php?threads/tmc-delta-t-engine.46/#post-65507
Description:
This Project is a Startup for Delta Time programming so your game run as efficiently as possible with little to no lag.
Includes Scripts to mirror GM:Studio motion and speed system
Sample Objects that move at speed, with friction, with gravity or both
Sample space ship and bullets that use Delta_t motion
Frame Skipper/Drawing management to bypass GM Studio's room_speed system
40000+ instances under YYC, no lag.
13000+ instance under Normal windows output. 25-30 fps
I have chosen to record the non YYC output in order to demonstrate the delta_t system which is a motion based on elapsed time since the last frame.
The system takes over the room_speed and disables the drawing up to until the point where a frame needs rendering.
You will note the room_speed is set to 9999 so pay attention to the fps real and the number of instances.
The system can maintain a high frame rate and a very high step rate which is essentially now disassociated from the draw cycle which means that under normal circumstances your instances are moving by very small distance but at a very high step rate situation. Up to the point where the draw rate starts to lag at which point the delta_t motion system starts to shine through.
You can have a smooth running game down to about 30 fps though the video here I brought the system down to 20 fps which was impossible to do under YYC.
Youtube
Screen Shots:
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