> I had everything that moves down the screen under an "Every Tick". I just had to change that to "Every 0.016 seconds" to simulate the same speed at any refresh rate.
I would advise against doing that - very small times in 'Every X seconds' can still actually be framerate-dependent, as noted in the manual. For example if the game dips to 30 FPS on a slower machine, "Every 0.016 seconds" will actually be running every 0.033 seconds, and hence the game slows down in a framerate-dependent way. Also at higher framerates like 120 FPS, you'll have a janky appearance from moving things at a lower framerate than the game is actually rendering at.
The correct solution is, as before, to use dt
. There is probably some movement happening in "Every tick" that isn't using dt and ought to be using it.
Sorry for the necroposting.
If there are a lot of mathematical calculations in the events, then on 240 hertz monitors the game will simply increase the CPU calculations by 4 times? And then what happens in a game where the processor is 80% busy? Wouldn't it be more correct to use "Every 0.016" then?
Movement is done through behaviors, but the game has a lot of isometric and perspective calculations.
As I understand it, behaviors with dt and distance/collision checks with "Every 0.016" will not work correctly together?