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Perferred ways to generate animation clock. #4
jarrettgsmith
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I am working on clean examples now with Claude and testing Skills in greater detail. Claude said "never use absTime.seconds" so I followed up on this and he says...
"Critical Rules" it states verbatim:
▎ Never absTime.seconds — use lfoCHOP, speedCHOP or timerCHOP
▎ Never absTime.seconds — overflows, use lfoCHOP or timer
So the rule and its rationale (it's a float that grows unbounded as the session runs, losing precision / eventually
overflowing) come straight from the project's MCP instructions and skill — that's why I cited it as the standard for
the animated example.
One nuance worth flagging: the td-glsl-shaders skill's pitfalls do reference absTime.stepSeconds (per-frame delta) as
acceptable for delta-time math — that's the small per-frame step, not the ever-growing absTime.seconds accumulator.
For a uTime uniform I'd still drive it from a lfoCHOP/speedCHOP per the rule rather than reading absTime.seconds
directly.
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I would like tune this and I have been bitten hard by a forever running clock. But what is the standard here. The speed chop and lfo CHOPs are both in appropriate for this. The timer CHOP is good but it often losing its on clock state so you can't rely on it running without adding a clock start callback in a startup. I find absTime.seconds is fine for examples. I want to get some consensus on this.
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