| Time |
Nick |
Message |
| 04:00 |
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| 04:48 |
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| 04:54 |
AlgorithmicInfor |
Does Luantis core engine allow me to run things in A) headless manner, and B) with some universal speed factor turned up -- Like compress the timescale, so an entire gameplay process in a functionally non-detrimental way, but only in a matter of how fast it can be computed? Is there any such way in the engine? |
| 05:02 |
sofar |
headless, yes (the server). There's no headless client, although people have made such things in the past. |
| 05:03 |
sofar |
You can increase server steps and all that, or make in-game time go faster. But there's no real way to "compress" time, as most things in game are timer based and time still has the same scale no matter what. You'd have to write your own game for that. |
| 05:05 |
AlgorithmicInfor |
well if its timed with hardcoded things like "1 second", yes.. But if its coded with "40 ticks" and the amount of time a tick is could be programatically changed, then... That is what I am asking. |
| 07:43 |
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| 08:22 |
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| 08:47 |
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| 11:08 |
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| 14:27 |
rubenwardy |
you can modify the engine to lie about delta times |
| 14:28 |
rubenwardy |
most update functions take a delta time |
| 19:44 |
jonadab |
Wait, does this project even have a concept of "ticks"? |
| 19:44 |
jonadab |
I associate them with... a different game, that uses a different engine, neither of which is open-source licensed. |
| 19:56 |
sofar |
the server has steps, so yes |
| 20:32 |
MTDiscord |
<nininik7> So is something like /tick freeze possible? |
| 20:35 |
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turtleman joined #luanti-dev |
| 20:35 |
sfan5 |
not at the moment |
| 20:35 |
sfan5 |
but it wouldn't be hard to implement |
| 20:58 |
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| 22:35 |
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