-
so i kinda just changed the way SN handles lagging when playing back animations in the app, it’s something i wanted to do for a while
instead of just playing really slow (during high-lag), the app now just skips frames
this keeps nearly the proper pace, but drops frames to account for any lag
i think its probs better than the current way it’s done, as it currently makes it a lot harder to get an idea of the actual exported video (especially when timing sounds/music) if lagging
thoughts?







sounds like a plan
also gif pfp when
when sn pc is available
i should really add that huh
Yes you should
steal the code from hyun dojo or something
*changes “jpg” to “gif”*
I think a gif pfp should only be accessible with a certain role/badge to limit the amount of moving stuff on someone’s screen.
Good
For once
How will this affect easing tho?
If the app skips frames, it’ll be harder to ease and harder to judge wether the app skipped a frame or if you failed to ease correctly.
No?
Example:
true
however its not like really-slow playback is too helpful either, either way its messing up your perception of the actual end result
just like in any lag situation, you can still disable tweening/filters which usually alleviates a lot of the lag, just for testing purposes
ps nice gifs
You got a point
Maybe give the user the option to select between the app slowing down or skipping frames to handle lag. In the settings or wherever.
Also,
thanks
well when the stuff goes faster i just split the fps in half right before exporting
then it will export how it does in the app
lol
i mean, i suppose that’s one way to go about it
Just Time.DeltaTime® it
excellent gamedev reference
Also..
Are you adding smart curved node- poly fill interaction ?
yes!
this update?
no!
Better update idea
Nothing
I’d say you should add a switch to old method and new method, since both work nice to determine the final animation in different ways