Minecraft Wiki
IdefixBot (discusión | contribs.)
m (Bot: Adding de:Tick. Modifying ru:Тик (D).)
m (traduciendo...)
Línea 1: Línea 1:
  +
__TOC__
{{traducir}}
 
{{ampliar}}
 
   
  +
Casi todos los videojuegos (incluyendo ''Minecraft'') se dirigen con un gran programa en que funciona en bucle. Como el funcionamiento de un reloj sincronizado con un péndulo, cada tarea involucrada en una simulación del juego está sincronizada con el bucle del juego. Propiamente, cada bucle del juego se llama '''tick'''.
Nearly all video games (including ''Minecraft'') are driven by one big program loop. Just as every gear in a clock is synchronized with the pendulum, every task involved in advancing a game simulation is synchronized with the game loop. Appropriately, one cycle of the game loop is called a '''tick'''.
 
   
== Game ticks ==
+
== Ticks del juego ==
  +
Los bucles de juego de ''Minecraft'' se ejecutan en un radio fijado de 20 ciclos por segundo, por lo que un tick se produce cada 0,05 segundos. Y un día del juego dura 24000 ticks, equivalente a 20 minutos.
   
 
Sin embargo, si el equipo no puede aguantar esta velocidad se reducirá la cantidad de ticks por unidad de tiempo. As the vast majority of actions are timed based on tick count rather than on wall clock time, this means that many things will take longer on a slower computer.
''Minecraft's'' game loop normally runs at a fixed rate of 20 cycles per second, so one tick happens every 1/20th of a second. An in-game day lasts exactly 24000 ticks, or 20 minutes.
 
   
  +
En cada tick se producen cambios en el juego: se mueven objetos, las [[criatura]]s sufren cambios y cambian su comportamiento, se ven afectados los estados de salud y hambre del jugador y mucho más.
However, if the computer is unable to keep up with this speed, there will be fewer game ticks per unit time. As the vast majority of actions are timed based on tick count rather than on wall clock time, this means that many things will take longer on a slower computer.
 
   
  +
Una cosa que no ocurre como parte de los ticks es el trazado de gráficos. Por esto, los FPS pueden variar, pero los TPS (ticks por segundo) se mantienen estables. Esto evita que el rendimiento de vídeo afecte a las mecánicas de juego y viceversa.
On each tick, various aspects of the game advance a little bit: moving objects change position, [[mob]]s check their surroundings and update their behavior, health and hunger are affected by the player's circumstances, and much more.
 
   
 
<div>Día: 0 (/time set 0)</div>
One thing that does ''not'' happen as part of a tick is drawing graphics. Rendering happens after updating. This is why there can be a variance in fps (if vsync is not enabled) but the tps (ticks per second) will stay constant. This prevents video performance from affecting game mechanics, and vice-versa.
 
 
<div>Mediodía: 6000 (/time set 6000)</div>
 
<div>Day: 0 (/time set 0)</div>
+
<div>Atardecer: 12000 (/time set 12000)</div>
<div>Noon: 6000 (/time set 6000)</div>
+
<div>Noche: 18000 (/time set 18000)</div>
<div>Evening: 12000 (/time set 12000)</div>
 
<div>Night: 18000 (/time set 18000)</div>
 
   
 
Note that a multiplayer server may be "slow" at initial startup; this is partially due to the java virtual machine taking longer by default to optimize java code at runtime.
 
Note that a multiplayer server may be "slow" at initial startup; this is partially due to the java virtual machine taking longer by default to optimize java code at runtime.
   
== Block ticks ==
+
== Tick de bloque ==
  +
 
Los ''[[Chunk]]s'' are comprised of sixteen so-called '''sections''', each one a 16×16×16 block cube. On every game tick, 3 block positions are chosen at random from each section in an area 15 chunks on a side and centered on the player. Any blocks at those positions are given a "random block tick".<ref>To clarify: Which sections are chosen does not depend on render distance, or anything else that loads chunks outside of the 15x15 chunk range. It is not based on block distance -- it is not plus or minus 127 blocks from you. Tested on a server with display range of 10 chunks, with cracked sand spreading; spread limit was a chunk boundary plus two blocks (cracked sand has a spread range of 2 blocks)</ref> Most blocks ignore this tick, but some use it to do something:<!-- would be worth listing all things -->
  +
* [[Crops]] will attempt to advance to the next stage, and all plants may uproot if it is too dark
  +
* [[Champiñones]] can spread if it is dark enough, or uproot if too bright
  +
* [[Fuego]] will increase in age, which may cause it to burn out or spread
  +
* [[Hielo]] and [[nieve]] will melt if there is enough light
  +
* [[Agua]] will freeze if the light level is 11 or less, there is a solid block nearby, the block above it is [[air]], and the biome temperature is 0.15 or less
  +
* [[Hojas]] decay assuming there is no nearby [[wood]]
  +
* [[Farmland]] becomes hydrated if water is near it
  +
* [[Cactus]] and [[caña de azúcar]] increase in age; at 15, it will grow another cactus or sugar cane on top as long as the height does not exceed 3 blocks
  +
* [[Césped]] and [[micelio]] will spread to a random adjacent dirt block or die
  +
* [[Sapling]]s will attempt to grow into a [[tree]]
  +
* [[Lava]] will attempt to ignite a random block in its vicinity
  +
* Lit [[mena de redstone]] will turn off
   
  +
These ticks are called random ticks. You can change how often random ticks occur using {{cmd|gamerule randomTickSpeed <''random tick per section''>}}.
As of [[Version history#1.2.1|Minecraft 1.2]], [[chunk]]s are comprised of sixteen so-called '''sections''', each one a 16&times;16&times;16 cube. On every game tick, 3 block positions are chosen at random from each section in an area 15 chunks on a side and centered on the player. Any blocks at those positions are given a "random block tick".<ref>To clarify: Which sections are chosen does not depend on render distance, or anything else that loads chunks outside of the 15x15 chunk range. It is not based on block distance -- it is not plus or minus 127 blocks from you. Tested on a server with display range of 10 chunks, with cracked sand spreading; spread limit was a chunk boundary plus two blocks (cracked sand has a spread range of 2 blocks)</ref> Most blocks ignore this tick, but some use it to do something spontaneous: plants grow or die, [[fire]] burns out, [[ice]] melts, [[leaves]] decay, [[farmland]] becomes hydrated, and so on. These ticks are called random ticks. You can change how often random ticks occur using <code>/gamerule RandomTickSpeed [Random ticks per section]</code>.
 
   
Other blocks can request a tick sometime in the future - these are called "scheduled ticks". This is used for things that have to happen in a predictable pattern - for instance, [[redstone repeater]]s will schedule a tick to change state and [[water]] will schedule a tick when it needs to move.
+
Other blocks can request a tick sometime in the future - these are called "scheduled ticks". This is used for things that have to happen in a predictable pattern - for instance, [[redstone repeater]]s will schedule a tick to change state and [[agua]] will schedule a tick when it needs to move.
   
 
The two kinds of ticks are kept separate from each other - a scheduled tick will execute different code than a random tick.
 
The two kinds of ticks are kept separate from each other - a scheduled tick will execute different code than a random tick.
   
Because random block ticks are granted randomly, there is no way to predict when a block will get its next tick. The ''median'' time between ticks is '''47''' seconds. That is, there is a 50% chance that the interval will be equal or shorter than 47 seconds, and a 50% chance it will be equal or longer than 47. However, sometimes it is much longer or shorter: for example, there is a 1% chance that the interval will be over five minutes. On ''average'', blocks are updated every '''68.27''' seconds. For the math behind these numbers, see the Wikipedia entry for the [[wikipedia:Poisson distribution|Poisson distribution]].
+
Because random block ticks are granted randomly, there is no way to predict when a block will get its next tick. The ''median'' time between ticks is '''47''' seconds. That is, there is a 50% chance that the interval will be equal or shorter than 47 seconds, and a 50% chance it will be equal or longer than 47. However, sometimes it is much longer or shorter: for example, there is a 1% chance that the interval will be over five minutes. On ''average'', blocks are updated every '''68.27''' seconds. For the math behind these numbers, see the Wikipedia entries for the [[wikipedia:Binomial distribution|Binomial]] and [[wikipedia:Poisson distribution|Poisson]] distributions.
   
 
<references />
 
<references />
   
== Redstone ticks ==
+
== Tick de redstone ==
A '''redstone tick''' describes two game ticks. This creates a 0.1 (2/20) second delay in the signal of a [[redstone]] circuit. That is, the signal's time to travel from a location A to location B is increased by 0.1 (1/10) seconds. A tick only pertains to the increase in signal time, thus, a signal's travel time can never be decreased in reference to ticks.
 
   
  +
Un '''tick de redstone''' dura dos ticks del juego. Esto genera 1/10 de segundo de retraso en la señal del circuito de [[redstone]]. Este es el tiempo que tarda la señal en viajar desde una ubicación A a una ubicación B aumentada un 0,1 segundo.
{{-}}
 
   
 
{{Minecraft}}
 
{{Minecraft}}

Revisión del 00:49 1 jun 2015

Casi todos los videojuegos (incluyendo Minecraft) se dirigen con un gran programa en que funciona en bucle. Como el funcionamiento de un reloj sincronizado con un péndulo, cada tarea involucrada en una simulación del juego está sincronizada con el bucle del juego. Propiamente, cada bucle del juego se llama tick.

Ticks del juego

Los bucles de juego de Minecraft se ejecutan en un radio fijado de 20 ciclos por segundo, por lo que un tick se produce cada 0,05 segundos. Y un día del juego dura 24000 ticks, equivalente a 20 minutos.

Sin embargo, si el equipo no puede aguantar esta velocidad se reducirá la cantidad de ticks por unidad de tiempo. As the vast majority of actions are timed based on tick count rather than on wall clock time, this means that many things will take longer on a slower computer.

En cada tick se producen cambios en el juego: se mueven objetos, las criaturas sufren cambios y cambian su comportamiento, se ven afectados los estados de salud y hambre del jugador y mucho más.

Una cosa que no ocurre como parte de los ticks es el trazado de gráficos. Por esto, los FPS pueden variar, pero los TPS (ticks por segundo) se mantienen estables. Esto evita que el rendimiento de vídeo afecte a las mecánicas de juego y viceversa.

Día: 0 (/time set 0)
Mediodía: 6000 (/time set 6000)
Atardecer: 12000 (/time set 12000)
Noche: 18000 (/time set 18000)

Note that a multiplayer server may be "slow" at initial startup; this is partially due to the java virtual machine taking longer by default to optimize java code at runtime.

Tick de bloque

Los Chunks are comprised of sixteen so-called sections, each one a 16×16×16 block cube. On every game tick, 3 block positions are chosen at random from each section in an area 15 chunks on a side and centered on the player. Any blocks at those positions are given a "random block tick".[1] Most blocks ignore this tick, but some use it to do something:

  • Crops will attempt to advance to the next stage, and all plants may uproot if it is too dark
  • Champiñones can spread if it is dark enough, or uproot if too bright
  • Fuego will increase in age, which may cause it to burn out or spread
  • Hielo and nieve will melt if there is enough light
  • Agua will freeze if the light level is 11 or less, there is a solid block nearby, the block above it is air, and the biome temperature is 0.15 or less
  • Hojas decay assuming there is no nearby wood
  • Farmland becomes hydrated if water is near it
  • Cactus and caña de azúcar increase in age; at 15, it will grow another cactus or sugar cane on top as long as the height does not exceed 3 blocks
  • Césped and micelio will spread to a random adjacent dirt block or die
  • Saplings will attempt to grow into a tree
  • Lava will attempt to ignite a random block in its vicinity
  • Lit mena de redstone will turn off

These ticks are called random ticks. You can change how often random ticks occur using /gamerule randomTickSpeed <random tick per section>.

Other blocks can request a tick sometime in the future - these are called "scheduled ticks". This is used for things that have to happen in a predictable pattern - for instance, redstone repeaters will schedule a tick to change state and agua will schedule a tick when it needs to move.

The two kinds of ticks are kept separate from each other - a scheduled tick will execute different code than a random tick.

Because random block ticks are granted randomly, there is no way to predict when a block will get its next tick. The median time between ticks is 47 seconds. That is, there is a 50% chance that the interval will be equal or shorter than 47 seconds, and a 50% chance it will be equal or longer than 47. However, sometimes it is much longer or shorter: for example, there is a 1% chance that the interval will be over five minutes. On average, blocks are updated every 68.27 seconds. For the math behind these numbers, see the Wikipedia entries for the Binomial and Poisson distributions.

  1. To clarify: Which sections are chosen does not depend on render distance, or anything else that loads chunks outside of the 15x15 chunk range. It is not based on block distance -- it is not plus or minus 127 blocks from you. Tested on a server with display range of 10 chunks, with cracked sand spreading; spread limit was a chunk boundary plus two blocks (cracked sand has a spread range of 2 blocks)

Tick de redstone

Un tick de redstone dura dos ticks del juego. Esto genera 1/10 de segundo de retraso en la señal del circuito de redstone. Este es el tiempo que tarda la señal en viajar desde una ubicación A a una ubicación B aumentada un 0,1 segundo.