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How much is too much for Tick()

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    #16
    This is gettin SUPER interesting, so do you mean that Tick can be use to render stuff on the HUD? but since the server doesnt render anything it wont matter and look like a normal HUD render event?

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      #17
      No, he said that the render pipeline is initialized from tick, meaning, I assume, that the "engine->Render()" call is made from tick inside of the engine. So in other words, the engine renders during (more likely AFTER) tick gets called. But of course you can always render from tick if you have a valid canvas reference, but you might not want to (results may be unpredictable).

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        #18
        yea figured, unpredictable as in, overlapping double renders?

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          #19
          You could see it something like this:
          Code:
          function EngineEntryPoint()
          {
            while (dontQuit)
            {
              deltatime = lastTime-currenttime;
              EngineTick(deltatime);
            }
          }
          
          function EngineTick(deltatime)
          {
            foreach level.AllActors(class'Actor', a) a.tick(deltatime);
            if (client)
            {
              level.Render(deltatime);
              interactionMaster.Render(deltatime);
            }
          }
          well... something like that.
          you could rendering things in a tick event, but it's
          1) stupid, wasting resources
          2) and useless, whatever you render might not be visible on the screen because it's overdrawn

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            #20
            Originally posted by Bonehed316
            Well, rendering the same thing over and over is better than rendering only once every 1/MaxTickRate seconds.
            Why? If it's already on the screen, what is there to gain by rendering it again?

            I would have thought all simulation/updating/whatever would be done from the native tick (indirectly, of course). Is this not the case?

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              #21
              I'd suppose all ticks stem from "the native tick", like El Muerte's example illustrates in the "AllActors tick" line.

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