![]() ![]() The plates are activated alternatively at 30 times per second, staggered by 1 tick from each other. The downwards slopes then bounce the player's sprite (and the screen view) back and forth at 60 times per second. Hoik Engine - (in video and diagram above) the player walks in from the left, through the blocks (thanks to the sloped platforms and the 'ghost wall' glitch). But again, only the end result is observed, and no collisions or impacts can take place until these wiring actions have concluded.) (Note - the exception is teleporter systems, which can move characters multiple times in under 1 frame. Only the end result is rendered to screen: whether an odd or even number of activations have happened in that time. In-game wiring activations may change the state of actuated blocks (and lights) multiple times within one tick, but the meaning of this is ambiguous since it can not be seen. This is because block collisions are only checked once each frame (or 'tick'). The maximum frequency of operation of the hoiktronic components is 60 times per second, in line with the games frame rate. Video captured with Fraps, edited in trakAxPC.The counter's mode of action is labelled as ' hoiktronic' to communicate the key use of the 'hoik' glitch (with sloped blocks) to control the movement of NPCs so rapidly and precisely that they become almost like electrons, facilitating rapid digital mechanisms. Music from Terraria Soundtrack Volumes 1 & 2 All footage shot in Terraria 1.2.4.1 for PC. ![]()
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