So, I was fooling around with gravitons in jacob1's mod and I wanted to slow down the sim. Not see it step by step (pressing the f key), just make it slower so I could better see the formation and devlopment of systems - I mean when its at regular speed, you miss everything and just see flying particles into a clump, and I wanted to see the development of smaller gravitational systems into the bigger one...
*ahem*
Anyway, when you slow down the framerate, particles just jump to their next calculated positions in each frame depending on their velocity (I assume), so...why can't it be a smooth transition. Like...the framerate a seperate thing from the simulation speed. I know this is silly, considering the the simulation speed is the framerate for TPT (I again assume); but still, a "smoother" or live slow motion.
Of course, I'm no programming expert (or amateur), so I wouldn't know its feasibility. :/
Yes, I mean the fps cap in terms of framerate (disregarding computer performance).
I think you may not understand what I'm suggesting here. Yes, you can raise the fpscap to make the sim go faster, so the reverse is possible; however there is a obvious problem when you lower the fps. Particles "jump" to there calculated positions based on their velocity, because each frame is a step in the simulation. What I'm proposing is sort of...well, the only thing I know to compare it to would be anti-aliasing - smooth out the roughness. In this case, the particle jump. The velocity will be the same, it just won't jump in accordance to where it should be. Instead it travels - slowly; hence slow motion - at a constant rate in accordance to the particle's velocity and how much the sim is slowed. They'll still be travelling the same distance over time.
Ex.
A bunny makes one, 1' hop every second - present particle travel
A mouse scurries at a speed of 1' a second - My proposal
I'm sorry if I'm getting, like, EVERY terminology wrong; I'm just not really proficient in this stuff/explanation.
Just remember, this could be very useful for developing highly complicated saves, such as engines, counters, or video players
If what i think he is saying is what he is saying, you can't move half a pixel. Unless pixels were quartered. And half that. Quartered.
However, jacob1, you could just make it like this. Instead of 4 frames,in slow mo, 8 frames btry would sprk pscn? And etc, like....life only depletes by 1 in two frames. Or just double the regular life.
Just remember that would also double the amount of space needed on a computer. I'm sure that there are users on here that use computers that can just support the standard 4 frame mode.