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Raqueloxo
post Jun 2 2015, 07:11 PM
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QUOTE(MicroBlizz @ Jun 2 2015, 06:11 PM) *
(cries silently in a corner)

We all are, Philicia, we all are. ;-;
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MicroBlizz
post Jun 2 2015, 09:15 PM
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QUOTE(XaeL @ Jun 2 2015, 03:09 AM) *

QUOTE(MicroBlizz @ Jun 2 2015, 04:46 AM) *

If someone were to find a key bind that utilizes all 10 fingers apparently it'd be 8 seconds...

this already exists...

What are the key binds?


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XaeL
post Jun 3 2015, 01:02 AM
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QUOTE(MicroBlizz @ Jun 2 2015, 09:15 PM) *

QUOTE(XaeL @ Jun 2 2015, 03:09 AM) *

QUOTE(MicroBlizz @ Jun 2 2015, 04:46 AM) *

If someone were to find a key bind that utilizes all 10 fingers apparently it'd be 8 seconds...

this already exists...

What are the key binds?


https://sites.google.com/site/xaelous/finesse

In terms of a more regular setup:

Current:
left rotate, right rotate, hold, 180 rotate
hard drop, left, right, firmdrop

This uses 8 fingers. Discluding firmdrop you have 7 fingers.

If you added an Instant das key (i.e. a button that charges your das instead of waiting 4 frames) that would be a keybind that uses 9 fingers (8 discluding firmdrop)

I plan on someday implementing Instant DAS into nullpomino. I think it should be fairly easy to master and should drop times by a significant amount.


On top of that, nullpo has a fixed frame rate of 60fps.
Ideally, you would want an update rate of infinity (or more realistically, whatever your OS lets you get away with, either 10ms or 1ms). For example, your time was 17.50. Since nullpo only updates once every 1/60, your times are rounded UP to the nearest 1/60. By doing ABSOLUTELY nothing, your time could have actually been (up to) 15.99 milliseconds faster. Also due to the fact that nullpo ends the game the frame AFTER you actually finish, thats actually 31.99 milliseconds faster. That's only 0.03 seconds, but still.

Having variable update rate means you can also have non 60hz das - imagine 3.5 frames (i.e. 0.0583...) of das rather than having to choose between 3 (0.05s) and 4 (0.06...s)


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QUOTE(Paradox @ Dec 16 2010 @ 05:52 PM)
Like many setups here, it is useful if your opponent doesn't move and you get 4 Ts in a row.
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tk198
post Jun 4 2015, 02:36 AM
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Oh my goodness... Grats Micro. I still remember When sub 23 was the hype...
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MicroBlizz
post Jun 4 2015, 04:20 AM
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QUOTE(XaeL @ Jun 2 2015, 09:02 PM) *

QUOTE(MicroBlizz @ Jun 2 2015, 09:15 PM) *

QUOTE(XaeL @ Jun 2 2015, 03:09 AM) *

QUOTE(MicroBlizz @ Jun 2 2015, 04:46 AM) *

If someone were to find a key bind that utilizes all 10 fingers apparently it'd be 8 seconds...

this already exists...

What are the key binds?


https://sites.google.com/site/xaelous/finesse

In terms of a more regular setup:

Current:
left rotate, right rotate, hold, 180 rotate
hard drop, left, right, firmdrop

This uses 8 fingers. Discluding firmdrop you have 7 fingers.

If you added an Instant das key (i.e. a button that charges your das instead of waiting 4 frames) that would be a keybind that uses 9 fingers (8 discluding firmdrop)

I plan on someday implementing Instant DAS into nullpomino. I think it should be fairly easy to master and should drop times by a significant amount.


On top of that, nullpo has a fixed frame rate of 60fps.
Ideally, you would want an update rate of infinity (or more realistically, whatever your OS lets you get away with, either 10ms or 1ms). For example, your time was 17.50. Since nullpo only updates once every 1/60, your times are rounded UP to the nearest 1/60. By doing ABSOLUTELY nothing, your time could have actually been (up to) 15.99 milliseconds faster. Also due to the fact that nullpo ends the game the frame AFTER you actually finish, thats actually 31.99 milliseconds faster. That's only 0.03 seconds, but still.

Having variable update rate means you can also have non 60hz das - imagine 3.5 frames (i.e. 0.0583...) of das rather than having to choose between 3 (0.05s) and 4 (0.06...s)

Is there a client I can play on that supports instant das for the moment or nah? Mmm I think 3.5 frames would help a lot. 4 is getting slow and 3 is still too fast.


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simonlc
post Jun 5 2015, 04:12 AM
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QUOTE(MicroBlizz @ Jun 4 2015, 04:20 AM) *

QUOTE(XaeL @ Jun 2 2015, 09:02 PM) *

QUOTE(MicroBlizz @ Jun 2 2015, 09:15 PM) *

QUOTE(XaeL @ Jun 2 2015, 03:09 AM) *

QUOTE(MicroBlizz @ Jun 2 2015, 04:46 AM) *

If someone were to find a key bind that utilizes all 10 fingers apparently it'd be 8 seconds...

this already exists...

What are the key binds?


https://sites.google.com/site/xaelous/finesse

In terms of a more regular setup:

Current:
left rotate, right rotate, hold, 180 rotate
hard drop, left, right, firmdrop

This uses 8 fingers. Discluding firmdrop you have 7 fingers.

If you added an Instant das key (i.e. a button that charges your das instead of waiting 4 frames) that would be a keybind that uses 9 fingers (8 discluding firmdrop)

I plan on someday implementing Instant DAS into nullpomino. I think it should be fairly easy to master and should drop times by a significant amount.


On top of that, nullpo has a fixed frame rate of 60fps.
Ideally, you would want an update rate of infinity (or more realistically, whatever your OS lets you get away with, either 10ms or 1ms). For example, your time was 17.50. Since nullpo only updates once every 1/60, your times are rounded UP to the nearest 1/60. By doing ABSOLUTELY nothing, your time could have actually been (up to) 15.99 milliseconds faster. Also due to the fact that nullpo ends the game the frame AFTER you actually finish, thats actually 31.99 milliseconds faster. That's only 0.03 seconds, but still.

Having variable update rate means you can also have non 60hz das - imagine 3.5 frames (i.e. 0.0583...) of das rather than having to choose between 3 (0.05s) and 4 (0.06...s)

Is there a client I can play on that supports instant das for the moment or nah? Mmm I think 3.5 frames would help a lot. 4 is getting slow and 3 is still too fast.

I could make a Tetr.js - MicroBlizz variant, with any feature you want.
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Alexandra
post Jun 5 2015, 04:21 AM
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QUOTE(simonlc @ Jun 4 2015, 09:12 PM) *

I could make a Tetr.js - MicroBlizz variant, with any feature you want.


But Phil is going to get a minimum 15.98 second run.
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simonlc
post Jun 5 2015, 01:04 PM
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It's also now possible to implement microsecond accuracy. With an event based system, and more accurate time, we can get a more exact reading of time. We can even go to the nano second level, though not on a webpage.
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caffeine
post Jun 6 2015, 12:10 AM
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QUOTE(simonlc @ Jun 5 2015, 08:04 AM) *

It's also now possible to implement microsecond accuracy. With an event based system, and more accurate time, we can get a more exact reading of time. We can even go to the nano second level, though not on a webpage.


Let's say the current world record was accomplished on a centisecond game with a time of 17.00. Then, someone plays on a millisecond game and gets a record of 17.009. Who would have the world record?

Obviously, if the game runs at 60 FPS, then it won't make any difference to count milliseconds.

If the game runs at 100+ FPS or is event-based, and it counts milliseconds, then crafty players will prefer playing on games that don't count milliseconds. Who wants to get 17.009 when they could've got 17.00 for finishing at the same exact second?

So one option would be, for the sake of comparison, to assume all centisecond records end in xx.xx9. I don't know how popular this idea would be. Actually, it might be possible to find a lower bound by dividing the total number of frames a game lasted by 60. (But now we're entering unsettling territory--if you take too close a look at how some FPS games round down/up their record, you may realize you don't really have the record you think you should.)

Another option would be to allow for milliseconds, but then to round down to the centisecond only for comparing with other game records.
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MicroBlizz
post Jun 7 2015, 03:12 AM
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How would a game that can run in higher fps impact the gameplay exactly? I wasn't clear on that ._.


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farter
post Jun 7 2015, 05:08 AM
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QUOTE(MicroBlizz @ Jun 7 2015, 11:12 AM) *

How would a game that can run in higher fps impact the gameplay exactly? I wasn't clear on that ._.

more accurate DAS delay timing that may let you use even lower delay value. because 60fps based game always give +-16ms random error, in cases the arrow key being pressed for same amount of time which is near the das delay defined (x * 16.6ms), sometimes it shifts and sometimes it does'nt.
obviously that's not what you want. so using higher frame rate reduces the error range, like 1000fps for 1ms error. or event based system (best on theory but harder to implement)


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caffeine
post Jun 7 2015, 02:31 PM
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What I was getting at was how each second can contain a maximum of 60 game states in a 60 FPS game. Since centiseconds allow for 100 states a second, centiseconds already capture as much information as milliseconds would in a 60 FPS game. Milliseconds don't reveal anything you didn't already know until once the game has more than 100 states per second.
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Boingloing
post Jun 7 2015, 04:58 PM
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QUOTE(Paradox @ Jun 2 2015, 06:11 PM) *

I mean I got ~19 seconds a long time ago using 10 finger controls and nobody cared so it probably wouldn't be worth it to try lol. I think its because I used the deep drop feature which let you do really weird stuff that would be either impossible or would require soft drop normally.



Was this 40 key? I can't find documentation of this time anywhere, I'd been trying to see how far people had taken 40 key so I know what my goal is now smile.gif


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myndzi
post Jun 8 2015, 08:25 PM
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Edit: disregard that, I can't units

And WTF Blizz. You're insane.

P.S. there's nothing hard about an event-based system, at least in Javascript, which is what it should be written in. I'm sorry for not writing code Frown.png


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XaeL
post Jun 9 2015, 01:53 AM
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QUOTE(myndzi @ Jun 8 2015, 08:25 PM) *

Javascript

Does javascript have an efficient/fast graphics/input library? Just wondering since we want maximal performance.

I'm thinking of writing a simple one in Unity3D. Wouldn't be too hard.

Also, seems like a lot of libraries die at > 1000fps lol. (just had quick look at unity)


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QUOTE(Paradox @ Dec 16 2010 @ 05:52 PM)
Like many setups here, it is useful if your opponent doesn't move and you get 4 Ts in a row.
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