Ticks/zh: Difference between revisions

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(Created page with "物理引擎以每秒'''20 Ticks'''的速度运行,这意味着游戏的物理引擎每'''50毫秒'''更新一次。")
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== Tick速度 ==
== Tick速度 ==


物理引擎以每秒'''20 Ticks'''的速度运行,这意味着游戏的物理引擎每'''50毫秒'''更新一次。
<div lang="en" dir="ltr" class="mw-content-ltr">
The physics engine runs at '''20 ticks''' per second, meaning the game's physics are updated every '''50ms.'''
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这包括玩家的位置和速度、环境和实体。
<div lang="en" dir="ltr" class="mw-content-ltr">
This includes the player’s position and speed, the environment, and entities.
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Revision as of 14:11, 23 August 2021

Other languages:

Ticks是 Minecraft 中的标准时间单位,1 Tick等于 50 毫秒

wiki上关于Tick的文章



Tick速度

物理引擎以每秒20 Ticks的速度运行,这意味着游戏的物理引擎每50毫秒更新一次。

这包括玩家的位置和速度、环境和实体。


In-game actions are performed at the end of each tick, regardless of the time or order in which they were called.

Due to the game working this way, inputs may take up to 50ms of delay between the button press and their activation.


Turn Tick

Mouse Movement is not inherently tied to tickrate, but rather the framerate.

However, the game has to keep a copy of the player's rotation for movement calculations, which it updates once every tick. The moment the player's rotation is copied is called the turn tick.


From the player's perspective, there is no way to control when the turn tick happens. This has a severe impact on turn-based jumps, which become partially luck-based as a result: given the same (smooth) turning sequence, the player's resulting movement could be quite different.


One solution is to turn instantly every 50ms to land precisely on the wanted angle. This is feasible for simple turn strats such as 45° Strafes, but not for more complex strats that would require smooth turning.