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Merge pull request #115 from RagnarokResearchLab/actor-reference-link
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Add a reference for the 25 ms ACT frame time
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Duckwhale committed Mar 18, 2024
2 parents d878d8a + eba7039 commit 1c61fd9
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4 changes: 3 additions & 1 deletion docs/rendering/animation-systems.md
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Expand Up @@ -23,11 +23,13 @@ FrameDisplayTimeInMilliseconds = AnimationClip.FrameTimeInIntervals * 25;
Before diving into the accuracy of this estimate (_spoiler alert - it's slightly off_), some questions immediately spring to mind:

- Why is the frame time given in "intervals" (as ACT editor calls them) in the first place?
- Where does the 25 ms time value that has so far been used by the community actually come from?
- Where does the 25 ms time value that has so far been used by the community actually come from? [^1]
- Is it at all correct, and is there a way to precisely measure sprite animation times to verify/disprove this?

The following sections attempt to answer these questions, as far as is realistically possible.

[^1]: The earliest known source appears to be [an earlier specification of the ACT format](https://web.archive.org/web/20200220130616/http://mist.in/gratia/ro/spr/ActFileFormatFix.html), which indicates a tool called actOR

### Animation State Updates

In order to answer the first question, a bit of guesswork is needed. There's of course no way of telling for sure why this peculiar unit of measurement was chosen by the game's developers. But knowing a bit about the different animation systems in the client, a likely explanation is that sprite animations use a different mechanism altogether (e.g., clock-based state machines).
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