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Achieving 30 Events Per Second?

Archive: 7 posts


I can't test this right now, but for someone that can, would it be possible to place 30 emitters on a sequencer, each emitting a frame of an animation, and achieve 30 frames per second with the interval set to 1 second? This excludes the problem of latency, but how would one remove the previous frames that quickly since the minimum lifetime is 1/10 seconds?2011-02-23 16:22:00

Author:
Unknown User


Are you saying you want to emit 30 objects over the course of 1 second, and have them evenly spaced time-wise?

If so, it's entirely possible, but I'd have to do some work on it to get it to do exactly that.
2011-02-23 16:34:00

Author:
dr_murk
Posts: 239


To remove the previous frames each emitted piece would have to have a destructor on them which destructs exactly 1 frame after spawning.2011-02-23 18:21:00

Author:
merkaba48
Posts: 79


I can't test this right now, but for someone that can, would it be possible to place 30 emitters on a sequencer, each emitting a frame of an animation, and achieve 30 frames per second with the interval set to 1 second?

You might have problems using a sequencer as there's no resolution which exactly matches the framerate. Another option is to create a 30-port selector, and wire each output to the input below it, and wire the last output to the first input, which will cause the selector to cycle through the outputs at 30fps.



This excludes the problem of latency, but how would one remove the previous frames that quickly since the minimum lifetime is 1/10 seconds?

The emitted object will always appear for at least one frame, so any object which has an active destroyer when captured (in pause mode obviously) will appear for exactly one frame.
2011-02-23 20:22:00

Author:
Aya042
Posts: 2870


You might have problems using a sequencer as there's no resolution which exactly matches the framerate. Another option is to create a 30-port selector, and wire each output to the input below it, and wire the last output to the first input, which will cause the selector to cycle through the outputs at 30fps.

This is an excellent suggestion, but unless you want to start with your first frame turned on, you might want to use a 31 port selector and hook your trigger into the second port and not have anything hooked to the output of the first port. If you hook them in series starting with the second port, and then hook the output of the last port into the first, it will do a full sequence then turn off (assuming you have turned off your trigger input by then).

If you hook your last output into the second port instead of the first ,using an OR gate with your trigger input, you'll have a looping animation that can be triggered.
2011-02-23 20:47:00

Author:
Shanghaidilly
Posts: 153


The emitted object will always appear for at least one frame, so any object which has an active destroyer when captured (in pause mode obviously) will appear for exactly one frame.

Wow, didn't know that, thanks. Probably going to make a < 30fps animation for encounters in my space level. Similar to the communication screens seen in most Sci-fi TV shows.
2011-02-24 00:57:00

Author:
SSTAGG1
Posts: 1136


I think a out-of sync not gate MIGHT pull this off with holo (not sure)2011-02-24 01:26:00

Author:
fodawim
Posts: 363


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