Graphic problem at high speeds
hi every one, i have this problem... of i set a high speed like 50 or more for an acrive object, it displays weird, like disappearing and appearing very fast instead of acctually moving... and this is kind of confusing for the eye ( even a simple pong like game ) is there a way to solve that? i tried in a different computer with he same result ( MMF2 and MMFdev )
Re: Graphic problem at high speeds
It sounds like your animations are mixing somehow.
Marv
Re: Graphic problem at high speeds
I think I understand what you're getting at. What you have to realize is that when you set an object's speed/movement rate, you are essentially telling it "move this many pixels per frame." So when you set that to a high amount like 50, it is going to look like it is jumping between locations instead of smoothly moving when in reality it is still smoothly moving, it just looks a bit off.
That's just the nature of per-pixel movement. Fusion can technically handle sub-pixel movement but the effects are varied and it can end up complicating collisions. What you're actually looking for here, though, is sub-frame movement, and unfortunately such technology does not exist. For now my recommendation is to just slow down your movements or increase your game's frame rate under its runtime properties. When you increase the frame rate, though, realize that the game is going to run faster, so invariably you are probably going to want to, you guessed it, slow down the object's movement, and in turn this will make it look less like it's jumping between frames and more like it's moving solidly in one direction.
Re: Graphic problem at high speeds
MMF2, and pretty much every graphical computer program ever written and every monitor, handles the drawing of objects on a "frame" basis. This means that your computer is drawing lets say 50 frames per second. So every 0.05 seconds, it will draw all the objects on your screen, as a still image.
"animation" is just an illusion created by the human eye. Computers and movies and all that jazz are simply motionless static images displayed one after the other, like flipping through a book.
When an object is "moving" in your application, it is always at a specific location at each frame of gameplay. It can't be "moving between" two points- its at a point inbetween them.
Normal movies which might display at 30 FPS will appear to be "smoother" than a game that is displayed at 30 FPS. This is because recording techniques introduce something called "motion blur", where objects are seen blurred inbetween positions at each frame. Some newer video games can use motion blurring to create a more continuous image, but the technology is very complicated and is something you won't be able to accomplish easily:
http://en.wikipedia.org/wiki/Motion_blur
Try watching this video at 720p resolution, then pause it at any time, and you'll see what they mean:
http://www.youtube.com/watch?v=n1zKQLvVDf4
One possible way to do this in MMF2 is to use HWA to run a motion blurring pixel shader over the objects/frame, but this would have dubious at best speed.
Re: Graphic problem at high speeds
Thank you very much for the replies... if everything works fine i will be presenting my crossover version of a pong, breakout puzzle fighting game haha.. you`ll get it when it´s finished....
by the way how can i upload a game in the forum? ( sorry i´m not very active in the forum/blog thing)
Re: Graphic problem at high speeds
You can upload it to the MMF2 File Archive, the Community Forum File Archive, or a separate file hosting service such as Box.net. Just make sure the file hostin service is nice and doesn't have ads, popups, wait timers, ect. ;)