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look into / ask about megazeux update loop #896
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How is the relevance of MegaZeux, in PuzzleScript? |
Puzzlescript has functionality for realtime games - https://www.puzzlescript.net/Documentation/realtime.html , and there are several modes. This makes it quite similar to ZZT/Megazeux. But I've never been totally convinced by any of them as I implemented them(how the 'tick' of the natural world should combine with the input of the player), so an exact comparison with other similar engines might be helpful! |
I know how ZZT is working. The working of ZZT is that stats are executed in the order that they appear in the stat list, where the player is the first stat. Some stats are slow, and will not be executed on every turn; the exact criteria is MegaZeux works differently than ZZT, and does not have stats like ZZT. |
Yes, that is how it is working. (You can adjust the game speed by pushing S on the title screen; some forks also allow typing |
Ah thank you! Good to know! |
Your use of ZZT-specific terminology led me to do a bit of research which helped get me better understand what's going on with how ZZT/Megazeux are structured. For future increpare I'm just going to post my list of things I found out here: https://museumofzzt.com/article/view/503/full-motion-video-in-zzt-state-of-the-art/ ZZT runs in terms of cycles. At the default game speed, one cycle lasts two PIT10 ticks. The PIT runs at approximately 18.2 hertz, giving an end result of about 9.1 frames per second. Questions:
"Given two objects running at Cycle 1, the object first appearing in the [stat order] list can send a message to the second object and have the latter react to it on the same frame." |
I tried looking at the code myself but it was just a bit too big of a project - I should just ask :)
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