I believe that the sprite was .1 units wide, so going from -1.1 to 1.1 would yield a total range of 2.2. Something like that.
.xX

On Mar 17, 2008, at 3:24 AM, Freyr Vidar wrote:

Hi Alessandro,

Thanks for the demo comp. I'm going to test it and see if it's
an improvement over my current setup.

What's the modulo 2.2 math patch doing?


Kind regards,
Søren


2008/3/12, Alessandro Sabatelli <[EMAIL PROTECTED]>:
You can accumulate a value using JavaScript to drive your animation. In this way it will be frame rate dependent.

var val = 0;
function (__number outputNumber) main (__number inputTime, __number inputAmount)
{
        var result = new Object();
        val += inputAmount;
        result.outputNumber = val;
        return result;
}

Here's an example which moves a Sprite one pixel per frame.

.xX

On Mar 10, 2008, at 10:00 AM, Freyr Vidar wrote:

Hi,

2008/3/7, lists @ tobyz <[EMAIL PROTECTED]>:
stuttering - there is no quality assurance architected into qc to
ensure a constant frame-rate. it attempts to render the next frame as
quickly as possible, and its basically a race against time to complete that before the next refresh of your screen comes around requiring it.

I looked at the framerate and it appears to be pretty constant at 60fps.

I thought it was like, say, video games, where the framerate just had to
hover around 30+ fps to be (somewhat) fluid.

 this is a
subject close to my heart, and forms a key part of something i'll be
working on as my next project*.

Will you make this available on the net?

text scrollers - writing your own text scroller from scratch is a good
learning exercise, i'd recommend it. if you need to change the
scrolling text while something is scrolling, that is definitely more
of a challenge, if you download vidvox's vdmx application, last time i
checked they had a text scroller bundled with it that would bear
investigation on that front.

Thanks. That looks like an interesting project.


Regards,
Søren

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