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  2. SethBling - Wikipedia

    en.wikipedia.org/wiki/SethBling

    In 2016, SethBling made an interpreter for the programming language BASIC in Minecraft. Programming many Minecraft command blocks [a] to run the interpreter took him two weeks. The interpreter is slow and its speed declines with continued use; that is because Minecraft has a clock rate of 20 ticks per second.

  3. Speedrunning - Wikipedia

    en.wikipedia.org/wiki/Speedrunning

    In 2017, a speedrunner named Eric "Omnigamer" Koziel disassembled the game's code and concluded that the fastest possible time was 5.57 seconds. With a tick rate of 0.03 seconds, the record claim is two ticks faster than Omnigamer's data and one tick faster than the reported Activision 'perfect run'. [59]

  4. Tool-assisted speedrun - Wikipedia

    en.wikipedia.org/wiki/Tool-assisted_speedrun

    Tool-assisted speedrunning relies on the same series of inputs being played back at different times always giving the same results. The emulation must be deterministic with regard to the saved inputs, and random seeds must not change. Otherwise, a speedrun that was optimal on one playback might not even complete it on a second playback.

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  6. Timekeeping in games - Wikipedia

    en.wikipedia.org/wiki/Timekeeping_in_games

    A tick can be any measurement of real time. Players are allocated a certain number of turns per tick, which are refreshed at the beginning of each new tick. Tick-based games differ from other turn-based games in that ticks always occur after the same amount of time has expired.

  7. Game mechanics - Wikipedia

    en.wikipedia.org/wiki/Game_mechanics

    Crafting new in-game items is a game mechanic in open world survival video games such as Minecraft and Palworld, [28] role-playing video games such as Divinity: Original Sin [29] and Stardew Valley, [30] tabletop role-playing games such as Dungeons & Dragons, [31] and deck-building card games such as Mystic Vale. [32]

  8. Netcode - Wikipedia

    en.wikipedia.org/wiki/Netcode

    A single update of a game simulation is known as a tick. The rate at which the simulation is run on a server is often referred to as the server's tickrate; this is essentially the server equivalent of a client's frame rate , absent any rendering system. [ 11 ]

  9. Clock drift - Wikipedia

    en.wikipedia.org/wiki/Clock_drift

    There is also a similar way to build a kind of "software random number generator". This involves comparing the timer tick of the operating system (the tick that usually is 100–1000 times per second) and the speed of the CPU. If the OS timer and the CPU run on two independent clock crystals the situation is ideal and more or less the same as ...