Timers

TheOverWhelm

Member
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16
Hey, I know that creating lots of timers make them more and more inaccurate so i was curious how bad they get for each timer.
Like, say I have 150 timers going at once each ending after 100 seconds. How many seconds would they actuall last?
Reason I ask is that I know timers get a bit "off" the more and more you add (from comments between individuals).
Any help would be useful!
Thanks
 

Accname

2D-Graphics enthusiast
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1,462
I have never heard about something like that. As far as i can recall timers are very accurate.
But if you heard this and want to test it out why dont you just do it?
Createa map, create a thousand timers and let them run and print the result at the end.
 

TheOverWhelm

Member
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16
Timers are very accurate but get less and less accurate the more you make, or so I've been told in the past.
I wouldn't know how to test it without having a clock on the side read to see when it ends, plus I wouldn't want to sit on a screen for 100 seconds testing it with 1000 timers running (creating that much at once could set off the results, too) with a response-click ready.
Reason i ask is I could have a lot of timers in something I am doing and some of them require them to be accurate to certain amount of places.

Hell, i could be getting confused with how off they get with length of periods. idunno, just hopin for info
 

TheOverWhelm

Member
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16
Anyone know anything or anything that could assist?
Or the best way to handle timers (I'm refraining from using external sources but info could be of help!)
 

-OverpoweR-

Member
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13
I wouldn't know how to test it without having a clock on the side read to see when it ends, plus I wouldn't want to sit on a screen for 100 seconds testing it with 1000 timers running (creating that much at once could set off the results, too) with a response-click ready.

Uhm why dont you just Create 1000 timers with an expiration time of 10 seconds? (Just sayin' for testing purposes.) And see the results yourself :D
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
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28
Would take long to make, and longer to delete :p, and 10 seconds is too short in my honest opinion.... and the screen can't fit 1000 timers on 1 screen :p it'd have to be 10-20 timers. But here's an idea: Make 2 timers with 100 seconds, if they are both the same and end at the same time (or 25 seconds) then add another and another and another until you got 1 of them to take longer than 25 seconds (So you need to time it) 2 - time it 25 seconds 3 - time it 25 seconds if that takes longer than 25 seconds by .2 seconds, you won't notice it. do it till about 10 times :p. something along those lines.

And how much are you wanting to create at 1 time? Cause of course, you don't need 2 timers running at one time, you'd need only 1, which that can be set to all players (Using picked players).
 

TheOverWhelm

Member
Reaction score
16
I know some of those opensource timer systems use up to 100 timers.
And the whole 1000 timers at once with exp of 10 seconds wouldn't be a good way to test it. If each timer is affected the same way, they could all end after 9 seconds (I wouldn't know the difference).
If no one knows without testing, i wont worry about it. I mean, it wont be a huge affect and it shouldn't matter too much.
Some of the things I'm doing could create a lot of timers (100 DPS things going on, 100 projectiles in the air all launched at different times, if not more and such). Dunno how bad it would be until I have made something with the systems I've made
Thanks tho!
 
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