@Macapple(View Post) Well... That doesn't solve any problems. TPT already runs as fast as it can possibly go, no matter how fast your computer may be....
@all it is possible- skipping frames would make it go "faster" so for double you skip 1 frame play a frame skip 1 play 1 ect. for 4X- skip 4 play 1 skip 4 play one ect.
The closest I can imagine TPT getting to speed improvements, as suggested, is if there were an option whereby you place materials while paused and set it to calculate for a certain amount of time, then play it at a desired speed.
@plead-for-destruction But if your computer can't calculate things that fast, then it is pointless.
@plead-for-destruction(View Post) That would be too much lag,it would be too much action, sipping the frames then immediately playing and then not playing etc. it would overload
@user25(View Post) incorrect, it would acctually be the exact same as it is now its currently- play 1 frame play 1 frame play 1 frame rather than play unlim frames
The problem is that Powder Toy renders each and every frame not as a video, but it uses what you see as its collision checking agent. If we'd get 4x speed, we'd need to skip 3/4 of the frames, meaning the speed won't improve at all. Basically, whenever you see a frame, Powder Toy uses the frame data to check what'll happen next frame. When you cut out the frames, the engine still checks for the next frame, not for the fourth next frame.