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Real time vs Set time calculation of music game note timing


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#1 Roukiske   Members   -  Reputation: 106

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Posted 16 December 2012 - 04:29 PM

Hello everyone, first post of what I hope to become many posts here at GameDev

I am creating a small music game and I've come across 2 ways I could implement timing in it. I could either have the game setup the time each note must be hit before the song starts (Set time) or have the game calculate the timing offset using the current note position and the target note position (Real time). I am asking this because I will be taking into account song charts that include different BPM throughout the song such as slow downs, speed ups, and stops. This adds more complexity to the calculations. I would just like an opinion on how someone would choose which way to implement the game. I have already made an algorithm to find out these numbers in both situations.

Some pros and cons I thought about each implementation:

Real time
+ Decrease the time it takes to setup a song
+ More accurate time
- Incease the time it takes the program to find the timing offset during gameplay

Set time
+ Decrease the time it takes the program to find the timing offset during gameplay
- Increase the time it takes to setup a song (Negligable?)
- Extra parameters such as note.hitTime in the note class
- Prone to bugs in timing since the time is a setTime that may or may not be correct

Thank you for your time everyone

- JackStylez

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#2 Roukiske   Members   -  Reputation: 106

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Posted 16 December 2012 - 04:45 PM

I am sorry everyone, it appears this may be the wrong forum for this kind of problem. If admins can delete this thread I will try to find the appropriate place to put this.

- JackStylez




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