inomanoms
Eye of Cthulhu
Putting together @Thiner's discovery of dummy ghosts and @z26's use of them as hoiking agents, @DicemanX's explanation of terrarian logic gates, and @ZeroGravitas' insights on event orders within a game tick, I would like to present to you a method of creating gates that execute within one game tick.
http://www3.zippyshare.com/v/6Dkdnz2v/file.html
The above is the add3 function of Joe's binary to BCD converter. If you look at the green wiring, you will almost see the tree as it is shown in Joe's updated logic gates thread, at least on the left side of this TEdit screen shot. The difference between the gates presented in that thread and this one, is that instead of teleporting a signaling agent from node to node, here, multiple ghost dummies are first initialized and teleported to/captured inside the nodes. Then, when the mechanism is executed, the game goes through the nodes in the order the dummies were initialized, and depending on the input switches, passes on a signal down the hierarchy of nodes; a process which repeats until the bottom of the tree is reached.
This method is "faster" than passing a hoiking actor, since within a game frame, a single hoiking actor can only perform a single hoik step, while many actors, each performing a single hoiking step, perform together more actions within a game frame. This method is limited only by the number of hoiking actors available to you (dummies a max 100). I say "faster" in quotations, because while more work is done in a game frame with this method, more work with in a game frame means that single game frame can last longer than 1/60th of a second and result in lag. For this reason, it is important to initialize the hoiking actors to relatively stationary positions, where, with quick and short movements (no teleportation), they can work efficiently. Despite the warnings, this method is powerful and results in significant cuts to latency.
Let us look at one of the nodes:
After the player runs the gauntlet of tele-hoiks in the bottom portion of the build in order to establish a hierarchy of action order among the dummy ghosts (left to right), all the dummy ghosts are teleported into one of these, all identical looking nodes. The dummy is teleported in on the left side of the teleporter where the rightmost of the pair of uphoiks on the left (A) arrests the ghost against the a ceiling. The pair of up hoiks (A), together, are the execution blocks, since their toggle state dictates whether the dummy ghost is stayed in the node (state as shown) or moved over to the right side of the node (inverse of currently shown activation states). Hoiking block B is controlled by an input switch. It dictates whether, when the dummy is hoiked to the right by the execution blocks, the lower or higher of the two pressure plates on the right is activated. It is also what necessitates the "catch block" in A; without it, a change of hoiking block B could prematurely execute the node. When hoiking block B is actuated, the higher, right-most pressure plate is activated, and when deactuated, the lower left pressure plate. The pressure plates determine which next node in the tree will be forced to execute, and at the same time feed back to hoiking blocks A so that when the ghost is rebounded by hoiking block C, it is again caught.
I hope this is enough information for anyone who is interested to be able to make inroads on understanding my build. If you have any questions, please ask.
-inomanoms
http://www3.zippyshare.com/v/6Dkdnz2v/file.html
The above is the add3 function of Joe's binary to BCD converter. If you look at the green wiring, you will almost see the tree as it is shown in Joe's updated logic gates thread, at least on the left side of this TEdit screen shot. The difference between the gates presented in that thread and this one, is that instead of teleporting a signaling agent from node to node, here, multiple ghost dummies are first initialized and teleported to/captured inside the nodes. Then, when the mechanism is executed, the game goes through the nodes in the order the dummies were initialized, and depending on the input switches, passes on a signal down the hierarchy of nodes; a process which repeats until the bottom of the tree is reached.
This method is "faster" than passing a hoiking actor, since within a game frame, a single hoiking actor can only perform a single hoik step, while many actors, each performing a single hoiking step, perform together more actions within a game frame. This method is limited only by the number of hoiking actors available to you (dummies a max 100). I say "faster" in quotations, because while more work is done in a game frame with this method, more work with in a game frame means that single game frame can last longer than 1/60th of a second and result in lag. For this reason, it is important to initialize the hoiking actors to relatively stationary positions, where, with quick and short movements (no teleportation), they can work efficiently. Despite the warnings, this method is powerful and results in significant cuts to latency.
Let us look at one of the nodes:
After the player runs the gauntlet of tele-hoiks in the bottom portion of the build in order to establish a hierarchy of action order among the dummy ghosts (left to right), all the dummy ghosts are teleported into one of these, all identical looking nodes. The dummy is teleported in on the left side of the teleporter where the rightmost of the pair of uphoiks on the left (A) arrests the ghost against the a ceiling. The pair of up hoiks (A), together, are the execution blocks, since their toggle state dictates whether the dummy ghost is stayed in the node (state as shown) or moved over to the right side of the node (inverse of currently shown activation states). Hoiking block B is controlled by an input switch. It dictates whether, when the dummy is hoiked to the right by the execution blocks, the lower or higher of the two pressure plates on the right is activated. It is also what necessitates the "catch block" in A; without it, a change of hoiking block B could prematurely execute the node. When hoiking block B is actuated, the higher, right-most pressure plate is activated, and when deactuated, the lower left pressure plate. The pressure plates determine which next node in the tree will be forced to execute, and at the same time feed back to hoiking blocks A so that when the ghost is rebounded by hoiking block C, it is again caught.
I hope this is enough information for anyone who is interested to be able to make inroads on understanding my build. If you have any questions, please ask.
-inomanoms
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