How do they make slowing time in computer games?

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Do they just make all animations slower, and add/remove certain vfx, or do they have some internal time going, to which is everything tied to, or… How?

In: Technology

3 Answers

Anonymous 0 Comments

Everything, every piece of constantly running code, is always present inside of a loop which does something (ticks) every set amount of time. If something does not need to define a method for calculation or for creating an object from a class or setting things up in a larger library (E.G OpenGL) it will always follow this law.

this amount of time between ticks, or the amount of ticks per second, can be changed. Though not all games use this exact technology, *every* game which renders things in frames-per-second atleast *emulates* this technique to the point where it is effectively doing something big every XYZ amount of time, or CPU cycles.

Anonymous 0 Comments

There’s a few ways, but having internal time is a way to do it. Things like movement and animations are usually timed, a frame could be 100ms and movement is velocity * time. There’s no reason that time is the real time though, the game could have a multiplier to real time such that `game time passed = real time passed * slowdown` and use that for time everywhere. Doing that is minimal effort and gives the slowdown effect.

Anonymous 0 Comments

I’d imagine they just add a lot more frames for the action they want in slow mo, and then just play them at the same frame rate.