1 decade ago
by Jerczu
http://www.niksula.hut.fi/~hkankaan/Homepages/gravity.html
I've noticed that on less powerful machines some of the levels in my new game seem to be "unplayable" as player never reaches the top of the ledge if you want to jump. Guessing this might be the issue ;)
Interesting. Impact correctly applies gravity as an accel, but doesn't take half of it. This is more or less a non-issue if you specify a smaller gravity. I suspect that by adding half the gravity to this integration, and then adding half for the following integration, you're spreading gravity over two frames, giving a more normalized delta time.
So I tried this at home on my old laptop (~20 fps) - works great!
Thanks for sharing.
1 decade ago
by pawel
Hi It might be an issue with gravity calculation.
There are few interesting reads about gravity.
Impactjs may have the same issue as described in that article:
http://www.niksula.hut.fi/~hkankaan/Homepages/gravity.html#
And this article is about RK4, much better algorithm then Euler.
http://gafferongames.com/game-physics/integration-basics/
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