Should be called depending on the TimeOfDay-Variable. Since it would screw up, if we stop the time. (Anything else that needs to be affected by the TimeOfDay?)ĬhunkSimulation for example uses the Server.simulationcurrentframe, and I would like to keep it that way. I think _tsIngameTime and _nIngameSecondsEveryRealTimeSecond are a good way to go.Īny additions or concerns about this direction? Is there still any need to save the server-ticks? Server Ticks are no longer saved, instead TimeOfDay is saved. Looks like some sort of interpolation is needed, to make faster clocks look smooth. _nIngameSecondsEveryRealTimeSecond with a value of 600 still looks good for me,īut as the value increases, the sun starts to jump backwards. So we can let the time run forward, backward or freeze it. _nIngameSecondsEveryRealTimeSecond int defines how fast time goes by. To update the time independent from the Server Ticks.Ī TimeSpan can hold ~10,600,000 days (~29,000 years) current time of day private TimeSpan _tsIngameTime = new TimeSpan( 9, 0, 0) // 9:00 //This changes how fast time goes on //0 freezes the time //can be negative to let time run backwards private int _nIngameSecondsEveryRealTimeSecond = 600 Changes:ĭecouples the ServerTicks from the IngameTime,
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