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Posted

Hello, I can't figure out which cases need updateScreen. I can for example calculate the movement of something (particles, animations) in the drawScreen and the movement will be smooth. If perform all the same actions with updateScreen, I will not get a smooth animation, and get the movement at 20 fps. So I want to understand why it is needed, I know that it is used for Gui TextField and beacon, comments in the code do not make it clear what you can still use this updateScreen. Thanks!

Posted

Well, updateScreen happens once each tick, drawScreen happens each frame. There are 20 ticks a second and any number of frames per second. 

48 minutes ago, WildHeart said:

I can for example calculate the movement of something (particles, animations) in the drawScreen and the movement will be smooth.

Depends on how you do it. If you have the position value changed each tick, but calculate the interpolation based on partialTicks each frame then yes, it will be perfectly smooth. Otherwise no, it will have issues with too low or too high frame rates.

Posted

I interpolate all values for motion, color change, etc, but use deltaPartialTick. Can I expect to move in updateScreen or better to use drawScreen for this? If not, then there are a few more examples of how I should use updateScreen. Thanks!

Posted (edited)
4 hours ago, V0idWa1k3r said:

Depends on how you do it. If you have the position value changed each tick, but calculate the interpolation based on partialTicks each frame then yes, it will be perfectly smooth. Otherwise no, it will have issues with too low or too high frame rates.

 

3 hours ago, WildHeart said:

I interpolate all values for motion, color change, etc, but use deltaPartialTick. Can I expect to move in updateScreen or better to use drawScreen for this? If not, then there are a few more examples of how I should use updateScreen. Thanks!

What Voidwalker meant is that if you use deltaPartialTick in drawScreen it will have the effect you want, which it sounds like you've already done.  If you use it in updateScreen, it's still only running your code 20 times per second, so the interpolation won't do you any good there.  It would be the same without using interpolation at all afaik.

 

So in the end, for any smooth animation, you want drawScreen with deltaPartialTick.

 

4 hours ago, V0idWa1k3r said:

If you have the position value changed each tick

This means you're setting/changing the actual position, etc. (not the *drawn* position) each tick

 

4 hours ago, V0idWa1k3r said:

but calculate the interpolation based on partialTicks each frame

Notice here he said "each frame", meaning in drawScreen

Edited by Laike_Endaril
Typo
  • Like 1
Posted (edited)

A lot of things *look* wrong to me in that code, but may not necessarily be wrong for what you're trying to do, so without making too many assumptions, I *think* that the *most likely* issue is that you should be using "partialTicks" where you're currently using "dt".

 

In fact, "dt" isn't even declared in the code you posted, so I can't say much about it (though I assume it stands for "delta ticks").

 

I'd try replacing "dt" with "partialTicks".  If that doesn't do what you're looking for, try posting the full code so others can have a better understanding of how it's set up.

 

 

 

Edit 1 ======================================

I'm also pretty sure that this line:

this.particleX += vx;

should be in updateScreen, after the other 2 lines that are already there.

 

 

Edit 2 ===================================

Actually if you could post the full code that would be fantastic lol...I'd like to get a better idea of what's going on because otherwise I might be giving bad advice.

Edited by Laike_Endaril
  • Like 1
Posted

Prompt then as it is necessary correctly as I carried out many tests and did not receive desirable result, can it is connected with the fact that I have experience of development of system of particles only on javascript :(

Posted
2 minutes ago, WildHeart said:

Prompt then as it is necessary correctly as I carried out many tests and did not receive desirable result, can it is connected with the fact that I have experience of development of system of particles only on javascript :(

Don't worry too much about that.  Just post the full code (including where dt is defined) so myself or someone else can see what's going on.

Posted (edited)
12 minutes ago, WildHeart said:

this.particleX += vx; this.particleY += vy;

You shouldn't be doing this at all.

 

Edited by Animefan8888
  • Like 1

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

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Posted (edited)
34 minutes ago, WildHeart said:

this.prevPosY, this.particleY

This should be

this.prevPosY, the.prevPosY+vy

 

And the same for the 'x's

Edited by Animefan8888
Stupid autocorrect.
  • Like 1

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted (edited)

Can you post your final working code for people in the future please? (And mark the topic as solved - edit the original post & add “[SOLVED] “ to the title)

Edited by Cadiboo

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