A tic or twitch was an involuntary movement of one's body. In 2364, Lore, posing as Data, told Wesley Crusher that he'd been practicing Lore's facial tic. When he asked Crusher if he was doing it right, the boy told "Data" that he should try to forget imitating Lore. Later, after he left, the evil android gave Data a tic and got rid of his. He used this twitch to "prove" that Data was Lore to William T. Riker, but Data subverted this by signaling with increased twitches. Later, after the Crystalline Entity left, Jean-Luc Picard told a still-twitching Data to get rid of it. (TNG: "Datalore" )
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| - A tic or twitch was an involuntary movement of one's body. In 2364, Lore, posing as Data, told Wesley Crusher that he'd been practicing Lore's facial tic. When he asked Crusher if he was doing it right, the boy told "Data" that he should try to forget imitating Lore. Later, after he left, the evil android gave Data a tic and got rid of his. He used this twitch to "prove" that Data was Lore to William T. Riker, but Data subverted this by signaling with increased twitches. Later, after the Crystalline Entity left, Jean-Luc Picard told a still-twitching Data to get rid of it. (TNG: "Datalore" )
- A tic is typically defined as a sudden, repetitive, stereotyped, nonrhythmic movement (motor tic) or sound (vocal tic), although not all are sudden. Tics can be simple or complex. There are different tic disorders:
* transient tic disorder
* chronic tic disorder
* chronic motor tic disorder
* chronic vocal tic disorder
* Tourette's syndrome (technically also a chronic tic disorder)
- The acronym TIC may refer to:
* Tactical intelligence center
* Target information center
* Technologies de l'Information et de la Communication
* Trusted Internet Connections Initiative
- Un Tic en los juegos Doom puede ser o bien un Realtic o un Gametic.
* Un realtic tiene una duración de 1/35 de segundo (aproximadamente 28,571 milisegundos), medido por el temporizador del sistema en de tiempo real (reloj de pared) y es una velocidad de fotogramas (frame rate) diseñado para el juego.
* Un gametic es una actualización de estado de un juego, que idealmente se puede completar en una realtic con tiempo de sobra. Sin embargo, a veces (sobre todo en los juegos multijugador sujetos a retrasos en la red) los gametics toman más tiempo, y entonces el juego se ralentizará.
- A tic is either a realtic or a gametic. A realtic is 1/35 of a second (roughly 28.571 milliseconds), as measured by the system real-time (wall-clock) timer, and is the designed frame rate for the game. A gametic is one game state update, which ideally can be completed in one realtic with time left over. However, sometimes (particularly in multiplayer games subject to network delays) gametics take longer, and the game will slow down. The term tic is short for "tick", as in "one tick of the clock". In the Doom source code, the ticcmd_t is defined as follows:
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| - A tic or twitch was an involuntary movement of one's body. In 2364, Lore, posing as Data, told Wesley Crusher that he'd been practicing Lore's facial tic. When he asked Crusher if he was doing it right, the boy told "Data" that he should try to forget imitating Lore. Later, after he left, the evil android gave Data a tic and got rid of his. He used this twitch to "prove" that Data was Lore to William T. Riker, but Data subverted this by signaling with increased twitches. Later, after the Crystalline Entity left, Jean-Luc Picard told a still-twitching Data to get rid of it. (TNG: "Datalore" )
- Un Tic en los juegos Doom puede ser o bien un Realtic o un Gametic.
* Un realtic tiene una duración de 1/35 de segundo (aproximadamente 28,571 milisegundos), medido por el temporizador del sistema en de tiempo real (reloj de pared) y es una velocidad de fotogramas (frame rate) diseñado para el juego.
* Un gametic es una actualización de estado de un juego, que idealmente se puede completar en una realtic con tiempo de sobra. Sin embargo, a veces (sobre todo en los juegos multijugador sujetos a retrasos en la red) los gametics toman más tiempo, y entonces el juego se ralentizará. Cada gametic corresponde a una estructura ticcmd_t. Estas estructuras representan el estado de los dispositivos de entrada (teclado, ratón y joystick) en un momento dado y se utilizan para actualizar el estado del juego. Este mecanismo proporciona una gran flexibilidad, ya que los ticcmd_ts se pueden pasar por la red para juegos multijugador y hacia / desde archivos en el disco para grabar y reproducir demos.
- A tic is typically defined as a sudden, repetitive, stereotyped, nonrhythmic movement (motor tic) or sound (vocal tic), although not all are sudden. Tics can be simple or complex. There are different tic disorders:
* transient tic disorder
* chronic tic disorder
* chronic motor tic disorder
* chronic vocal tic disorder
* Tourette's syndrome (technically also a chronic tic disorder)
- A tic is either a realtic or a gametic. A realtic is 1/35 of a second (roughly 28.571 milliseconds), as measured by the system real-time (wall-clock) timer, and is the designed frame rate for the game. A gametic is one game state update, which ideally can be completed in one realtic with time left over. However, sometimes (particularly in multiplayer games subject to network delays) gametics take longer, and the game will slow down. Each gametic corresponds to a ticcmd_t structure. These structures represent the state of the input devices (keyboard, mouse and joystick) at a given time, and are used to update the game state. This mechanism provides a good deal of flexibility, because the ticcmd_ts can be passed over the network for multiplayer games, and to/from disk files for recording and playing demos. The term tic is short for "tick", as in "one tick of the clock". In the Doom source code, the ticcmd_t is defined as follows: // The data sampled per tick (single player) // and transmitted to other peers (multiplayer). // Mainly movements/button commands per game tick, // plus a checksum for internal state consistency. typedef struct { char forwardmove; // *2048 for move char sidemove; // *2048 for move short angleturn; // <<16 for angle delta short consistancy; // checks for net game byte chatchar; byte buttons; } ticcmd_t; The function G_BuildTiccmd in g_game.c fills a ticcmd_t structure based on the keyboard, mouse and joystick states. It uses the state of the "run" control and the "strafe on" controls to properly interpret the other controls.
* forwardmove and sidemove record the signed net total of the various forward/backward and right/left controls (each total limited to no more than 50 and no less than -50).
* angleturn records the net total angle of turning motion controls.
* consistancy (spelled incorrectly, but as in the source code) is normally the player's x-position, and is used to confirm that network games are in sync.
* chatchar can be a character to be added to the interplayer message area on the heads-up display.
* buttons encodes the following actions: attack, use, change weapon (including new weapon number), pause, and save game (including savegame slot number).
- The acronym TIC may refer to:
* Tactical intelligence center
* Target information center
* Technologies de l'Information et de la Communication
* Trusted Internet Connections Initiative
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