On Jul 19, David Klasinc wrote
> How about implementing 'random' ticks? That go off somewhere from 60-75
> seconds? This would made things a lot more ocmplicated... ;>
Why not just elimiate ticks completely? Instead of calculating the
total hp gain each tick, when a player is down in hp, you add an event
which will recover one hp after old-regen-per-tick/tick length of time.
If done properly, it isn't really much more processor intensive then
stock circle regens. After you get used to not having ticks, playing
a game with ticks seems so primative.
If you want to see code for doing this, check out the Death Gate code
(http://www.imaxx.net/~thrytis/dg).
Eric
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