Each gametick-among other things-TNT will look at its current velocity, possible areas for collision, and teleport to the resultant location. It is important to realize that there are still calculations for TNT to make sure it will stop early if there is a wall, perhaps at (0,0,50), but the TNT itself never exists at this location. Since gameticks are discrete, if an entity is at location (0,0,0) one gametick and (0,0,100) the next gametick, it was never exists at (0,0,50). No matter what your FPS is, a gametick will occurs every 50 ms (or 20 times a second). However, instead of calculations occuring each frame, they occur each gametick. What you are seeing is not continuous (the screen isn't different at 34.53 frames as 34 frames). Instead, it is discrete-and updates at certain, defined intervals. In Minecraft (and most games), time is not continuous-or always updating. When Primed TNT is spawned from a dispenser, from redstone, or from flint and steel, it will become an entity which will explode 80 gameticks later. Thus, do not expect to be well-versed with all applications of TNT but rather expect to be knowledgeable of the inner workings of TNT. Additionally, the emergent properties of TNT introduce many elements for cannoning which can not be seen from a low-level overview of TNT. Although it aims to describe low level properties of TNT, it is currently far from complete.
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