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#1

How Long is 0.0 Seconds, Actually?

Archive: 8 posts


Has anyone been able to measure the true duration between emissions when an emitter is set to 0.0 seconds? I searched the forum with no luck, sorry if I missed it.2011-02-23 18:16:00

Author:
MrLongJohn
Posts: 36


It emmits as soon as there's space available. Literally no time between emits.2011-02-23 18:19:00

Author:
gdn001
Posts: 5891


It's as fast as possible. basically it is like this: "Once there's room for another, it will fire."

So, its speed is directly dependant on the size of the item you are firing as well as the time it take to clear the area and another to get shot out. If (let's say beach balls) are being fired at 0.1 it looks like this:

O O O O

At 0.0 it's like this:

OOOO

Right on top of each other, no space. So there isn't really speed or time, it just needs room to fire. Think of 0.0 as ASAP.

EDIT: and gdn001 said it in much simpler and just as correct terms.
2011-02-23 18:20:00

Author:
RSQViper
Posts: 302


0.0333333s

or 1/30th of a second.
2011-02-23 18:43:00

Author:
rtm223
Posts: 6497


So, rtm... to clarify (because the flaw I see in the earlier answers is that not everything emitted requires empty space [holo]). So if I set up an emitter to emit a square of holo at 0.0 seconds and attach it to the output of a countdown timer set to 1.0s, I would get 30 squares of holo overlaying one another?2011-02-23 19:30:00

Author:
v0rtex
Posts: 1878


0.0333333s

or 1/30th of a second.

Spectacular, thanks so much. I swear, if I had a nickel for every time you've helped me out of a jam I'd be a rich man.
2011-02-23 19:56:00

Author:
MrLongJohn
Posts: 36


If you want you can give me a nickel

@vortex, you'd probably get 29... But that's a whole other issue with timers, rather than the emitters



One nice feature of this "emit every frame" interpretation of the 0.0s time is that if you emit tags directly over your emitter @ 0.0s, with ignore parent velocity on, they will actually lag behind you slightly (to do with the sequence of events within a frame I guess). Put simply, emitting a tag in this manner will leave a tag in exactly the place that you were the previous frame, so you can pretty much get an accurate, frame by frame analysis of current speed (though it needs a bit more work to it than that.
2011-02-23 20:10:00

Author:
rtm223
Posts: 6497


Spectacular, thanks so much. I swear, if I had a nickel for every time you've helped me out of a jam I'd be a rich man.
Tee-hee- that's funny... cuz rtm is a rich, man.
2011-02-23 20:58:00

Author:
v0rtex
Posts: 1878


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