On Dec 2, 2007, at   Dec 2, 2007  |  2:57 AM, Adrian Ward wrote:


On 2 Dec 2007, at 08:39, [EMAIL PROTECTED] wrote:

Maybe we can figure out a way to make this independent of frame rate(?)

I think as long as we're storing rendered frames of an animation in some sort of buffer, we will inherently be dependant on the frame rate of whatever is rendering those frames. The better approach would be to put the interpolators inside the iterator and calculate the position of each tail segment in realtime - of course doing this does away with the queue so effectively it's a moot experiment.

<Shadebobs without Queue Iterated FPS Independent.qtz>


Very nice.
Is this approach considered better because it's more efficient?


I just felt it necessary to point out that although these might look like shadebobs, they're really not. A true demo coder would be horrified at the prospect of iterating over each tail segment, the whole point of shadebobs was that they exploited not clearing the framebuffer to simulate a huge tail animating.

What exactly, is a shadebob?


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