Why seconds instead of milliseconds?
by Stefan Lundmark · in Torque Game Engine · 06/02/2006 (6:16 am) · 3 replies
Hello,
I've been wondering about this for a while.
Take imageStates for example.
rather than:
Why are they based on seconds instead of milliseconds?
I've been wondering about this for a while.
Take imageStates for example.
stateTimeoutValue[5] = 0.066;
rather than:
stateTimeoutValue[5] = 66;
Why are they based on seconds instead of milliseconds?
About the author
#2
anthony's explanation is way more generous.
actually, when i'm creating a value which will be exposed to users/modders, i do try to give it convenient units.
for example seconds over milliseconds, degrees over radians, antiwiddershins over clockwise, etc.
but most important of all is to document whatever units you are using, of course.
06/02/2006 (7:26 am)
I would go with something more like: programmers aren't the paragons of consistency they'd like to be.anthony's explanation is way more generous.
actually, when i'm creating a value which will be exposed to users/modders, i do try to give it convenient units.
for example seconds over milliseconds, degrees over radians, antiwiddershins over clockwise, etc.
but most important of all is to document whatever units you are using, of course.
#3
06/02/2006 (8:49 am)
That makes sense. Modding or just the fact that it wasn't consistant.
Associate Anthony Rosenbaum
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