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Re: VideogameLayer3d (VGL3d) Alpha Demo hotrodx (4 replies, 1828 views) (2004-Sep-9) I'd like to add that, usually, time-based modeling requires a multiplying factor to all variables that involve moving, spinning, or timing. It does so to make all movements consistent with one another. However, imagine you have to multiply thousands of variables in a big project. That would add an unneccessary CPU hit.
Also, like I've said, there's no point of having 120fps when your monitor refresh is only 60hz, say. It's only a waste of both GPU and CPU resources. Better give back the extra milliseconds back to the system.
Cycle-based system only requires you to estimate the time required for a given sequence. If something will last for 2 seconds, and you have a cyclerate of 60cps, then all it needs is 120 cycles. Easy. It doesn't care if the framerate is 30, 45 or 60, the system will try it's best to maintain the cycle rate.
I wouldn't say cycle-based systems are perfect. The system is always trying to recalibrate itself, so cycle accuracy isn't 100% on frequently changing framerates. But in comparison with time-based system, it doesn't add extra variable recalculations that would further slow down a slow PC.
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